YOUR BEST INDEPENDENT COMMODORE MAGAZINE
NEWS, SOFTWARE AND BOOKS-the pick of the bunch
EXPERT GUIDANCE AND HELP WITH YOUR PROGRAMMING
THE COMMODORE 16 HAS LANDED
will it bury the opposrtiqn2^--^V
_ ^
More MIDI magic
flNDING NO JOY WfTH JOYSTICKS?
Our review will help
commndnri'
6\
HShVIDEOLAND
PURE MAGIC!
Join Alice in her journey through Videoland - an enchanted place populated by strange creatures such as bread-and-
butterflies and pipe smoking caterpillars; where little girls change size and flamingos turn into croquet mallets!
Alice in Videoland is a revolutionary new concept in entertainment for the Commodore 64. incorporating some of the finest
graphics ever seen on any home computer, accompanied by a charming musical score. There are four different game scenes
involved, and your performance in earlier ones will affect your ability to get through later ones and determine your eventual
total score.
Scene One - Stunning title page graphics give way to the first game scene as Alice falls into the rabbit's warren. Score
points for collecting the objects to be found there - including keys to open doors, bottles to make her smaller, cakes to make
her bigger!
Scene Two - Out in the garden the Cheshire cat looks on as Alice meets the pipe-smoking caterpillar. Help her to catch the
bread-and-butterflies and the rocking-horse flies that change into the balls used in the croquet game in the last scene!
Scene Three - Alice is a pawn in the chess game where her opponents are the Jabberwocky and Tweedledum and
Tweedfedee. Help her across the board by protecting her with your White Knights!
Scene Four -The most bizarre croquet game everl Help Alice hit the balls through the playing-card-soldier hoops before
the Queen of Hearts stomps on them!
Alice in Videoland is available for the Commodore 64 on disk - £12.95. and now on cassette - £8.95.
Alice in Videoland features graphics created with the Koala Pad.
•Audiogenic
P.O. BOX 88. READING. BERKS.
LTD
SEND FOR
COLOUR CATALOGUE I
Your editor spares a
few seconds of her
precious time t
introduce another
issue of Yo
Commodor
WELCOME TO THE THIRD
issue of Your Commodore. If
you've already fingered
through (he pages then I
needn't tell you that,
once again, it's jam-packed
with the latest news, re-
views, games, utilities,
special features and much,
much more. If not. then bear
with me until curiosity tempts
you to turn the page.
Since you last feasted your
eyes upon a copy of Your
Commodore, they've been
working their fingers to the
bone over at Commodore. Not
only have the long-awaited 16
and Plus 4 machines been
launched and exhibited to the
world at large, but a host of
new peripherals and software
has also been released. How
will the 16 fare in the face of
growing competition? Read
our article and judge for
yourself. Commodore have
also finally unleashed their
Commodore 64 Communic-
ations Modem and CompuNet,
the new on-line service for
Commodore users. But you'll
have to see next month's Your
Commodore for the low-down
on this.
Showtime
Everybody loves a show and the
7th PCW show was certainly no
exception as thousands of
computer moguls, journalists,
games freaks and would-be
programmers trudged through
the corridors of Olympia 2
from 19th-23rd September.
With winter already well
underway and Christmas on
the horizon, the time is ripe
and the market ready for new
releases — all too evident with
the hoards of offerings from
software houses up and down
the country. Wares displayed
included not only the new
Commodore machines but a
tide of software, books and
peripherals such as Currah's
Speech 64.
Lend me your ears
Talking of which. Your
Commodore is louder this
month. Cone are the days
when the only hint of music
6\
0SB1DSIB
f TVfosiCak:
emitting from the confines of
your house might be Radio 1 or
you enjoying your early
morning bath. Your Com-
modore is competing in the
music stakes. We bring you the
second installment of our two-
Sart MIDI series and we also
ope to set your fingers tap-
ping and your ears buzzing
with a guide to two soft-
ware packages — MusiCalc
and Music Master — which
transform your Commodore
into a music synthesiser.
Whoever suggested that
new technology was breeding
a nation of philislines?
Reader input
But. as much as we pester
software houses in pursuit of
the latest releases for exposure
by our reviewers, toil as we may
over our trusty typewriters to
bring you erudite and
entertaining articles, where
would we be without you, our
readers? We anxiously await
your praise and criticism, your
comments and ideas. Are we
catering for your needs? Are
there too many games — or not
enough? Is the general tone
too serious — or too
lighthearted? We're quite
amiable here — so drop us a
line or give us a call. Praise or
abuse us — we don't mind so
long as you get your views
across. Thank you to everyone
who has already put pen to
paper: we shall endeavour to
answer all your letters.
Your comments reveal a
world of frustrated VIC 20
owners. We want to fulfil your
needs — but our supplies are
low. So, how better to pass
those long winter nights than
by retiring to a warm corner
and conjuring up weird and
wonderful games and utilities
on your VIC 20. And. of course,
we don't expect you 64
'programmers extraordinaires'
to be sitting idle either. Get
tapping and share your genius
with us humbler mortals! Send
your output to the editor:
you'll findthe editorial address
on the next page.
I
turn utc ** «i * •mi im mmmmm
m COMMODORE 16 HAS LAMXD-
wBflllllll" IIIWIillMI?
sManwrwarsnaa*
VOLUME 1
NUMBER 3
DECEMBER 1984
Editor: Wendy J Palmer
Editorial Assistant: Alison Hjul
Advertisement Manager: Mike
Searue
Advertisement Copy Control:
Sue Couchman
Chairman: |im Connell
Origination: Ebony Typesetting
Design: MM Design
Editorial & Advertisement Office
No 1 Golden Square,
London W1R 3AB
Telephone: 01-437 0626
Telex: 881 1896
Your Commodore is a monthly
magazine appearing on the first
Friday of each month.
Distribution by: Argus Press
Sales & Distribution Ltd, 12-18
Paul Street, London EC2A 4JS.
Printed by: Alabaster Passmore
& Sons Ltd, Tovil, Maidstone,
Kent.
Subscription rates upon
application to Your
Commodore Subscriptions
Department, Infonet Ltd, Times
House, 179 The Marlowes.
Hemel Hempstead, Herts. HP1
IBB.
The contents of this publication
including all articles, designs,
plans, drawings and programs
and all copyright and other
intellectual property rights
therein belong to Argus
Specialist Publications Limited.
All rights conferred by the Law
of Copyright and other
intellectual property rights and
by virtue of international
copyright conventions are
specifically reserved to Argus
Specialist Publications Limned
and any reproduction requires
the prior written consent of the
Company, c 1984 Argus Specialist
Publications Limited.
DATA STATEMENTS 9
We bring you up-to-dale with the latest
news on the Commodore front.
INPUT/OUTPUT
E
Your chance to air your views or ply us with
questions.
MASTERING MACHINE
CODE 18
We take a further in-depth look at the
computer's native tongue.
ANACONDA
Wind your way around the screen with this
fast and furious game.
TURBO 64
38
Speed up program loading time w
invaluable utility for your 64.
th this
PYRAMID
40
Bury yourself with this great game.
GRIPPING STUFF
42
Get stuck into our joysticks review.
SOFTWARE
SPOTLIGHT
46
Once again, our reviewers have been
working all the hours God sends to give
you the low-down on more exciting Corn-
more games and utilities.
VIC GAMES
PROGRAMMING
More games tips for VIC 20 enthusiasts.
PRINT USING ON
THE 64
54
Perfect formatting of numerical data with
this handy utility.
CLIFF
HANGE1
16: COMMODORE'S
LATEST NUMBER
28
GATOR
□
We explore the smaller of Commodore's
new machines.
Just when you thought it was safe to go
down to the river again Can you outwit
the Gators?
THE BASIC FACTS
PT. 3
34
TALES FROM THE
CRYPT
60
Conditional processes and loops feature in
this month's look at BASIC.
No, it's not another offering from the
Hammer House of Horror but merely
Runecaster in pursuit of further adventure.
With (he cold, dark nights drawing in, why
not curl up beside a roaring fire with a good
book?
MIDI REVISITED
□
Strike a chord with the second part of our
series on this novel musical interface.
DIGITAL DUET
74
We review two pieces of music
software for
the Commodore 64.
DOING IT
YOURSELF
80
Turn your 64 into a business system with the
minimum of expense and effort.
MULTIPLE FILE
COPY
■ COMPUTERS IN
BUSINESS
Protect your most valuable programs with
this utility.
82
Discover the computing wholesale
business West Country-style in the
company of PCS South-West.
SPACE BATTLE
70
Fend off those aliens with this game for the
unexpanded VIC 20.
SHOWDOWN AT
OLYMPIA
We take a look at some of the new releases
on display at this year's PCW show.
DESIGN 64
BEHIND CLOSED
DOORS
88
Create your own characters with this
character generator for the 64.
We open the door to reveal John Wagstaff
and Craig Communications.
Are you only using
To play only games J^>n a Commodore And for Jr these you need peripherals.
play only games
computer is like asking Albert Einstein to work out
the square root of four.
The computer's brain barely ticks over.
To really stretch it, you need more interesting
software programs. For example, record keeping,
interactive education, stimulating adventure games
or word processing.
Like a Commodore disk drive, a really fast
storage and retrieval system with a vast memory.
Or a Commodore cassette unit, the
inexpensive way of loading and storing programs.
For those who like the idea of text and graphics
being more alive and having greater clarity than
on a TV, there's the Commodore colour monitor.
^^^^^^^^^
■
' I mm
Dot matrix pnnter £230.00
Tractor feed Pnnt speed:
50 character per second
COMMODORE MPS802__ _□
Dotmatm pnnter £34500
Friction feed lor standard
paper Pnnt speed
60 characters per second
COMMODORE DFS1101 U
Daisy wheel pnnter £39999
Letter quality pnnt on
all types of paper Pnnt speed:
16 characters per second
XiMMGDORE I520
□
Pnnter plotter £16999 for
charts and graphs Pnnt speed
14 characters per second
:OMMODORE 1541
□
Disk dnve £22900
170K memory 5 '/<" diskette
COMMODORE 1531
□
Cassette unit £44 95
For Commodore 16 and
Commodore pfus/4.
COMMODORE 1530
£44 95 For Commodore &4
COMMODORE 1701
□
Colour monitor £23000
JOYSTICKS □
Ipnces from £7.501
PADDIES l£1350l □
HeiaK correct at umf nl going tn cm
Moth of your brain?
And for hard copy, there are our three kw for further information tick one ior morei of the boxes above and
copy,
printers and a printer plotter. These will preserve
on paper-in colour, black and white, chart form,
graphs or text, the fruits of all your labour.
•Finally, to make games playing more
exciting, there are joysticks and paddles.
So use your brain. And make sure you use
all of your computer's brain.
SEND TO THE COMMODORE INFORMATION CENTRE, 1 HUNTERS ROAD. WEID0N. CORBY.
NORTHAMPTON NN17 1QX TEL CORBY (05361 205252
NAME
ADDRESS
PE YC O 1284
commodore
An Argot P)» $»ft.M Pubhmtan
am
COMPUTING
I For all CBM 64 Users
• UTILITIES
Gamesters delights galore —
improved graphics, sounds,
disassemblers - it's all here!
64 Tape Computing
adds a new dimension to your micro!
Run this Argus 64 tape and you'll
soon see why it's Britain's top selling tape
magazine. Each issue gives you a variety of
exciting and challenging games to play,
reviews of other newly released
software plus valuable utilities
enabling you to write your own
programmes and games.
N.rfl»jrvliruip
Stretch your imagination and skills with
64 Tape Computing — available every
other month from WH Smith, Menzies and
other leading stores.
(You'll see them advertised on TV
from September!)
Get your copy today!
Argus Tape Magazines produced by
ARGUS PRESS SOFTWARE
1 Golden Square, London W1R 3AB
Telephone: 01 437 0626
Pride of place in this month's
news from Commodore Busi-
ness* Machines must go to the
launch of their two new
machines: the Commodore 16
and the Plus/4. Howard Stan-
worth. General Manager of
Commodore Business Mach-
ines (UK) Ltd., hopes that these
two machines, along with the
64. will "...form the strongest
range on the market over the
Christmas period".
The Commodore 16 has
been designed as a successor to
the VIC-20 and will be sold in a
complete starter pack at
£139.99. It includes 16K RAM, a
full typewriter-style keyboard,
sophisticated sound capabili-
Creditable interface?
The Access Computer Com-
pany of Stockport have deve-
loped a serial interface and
cable to connect most RS232
serial printers to the Com
modore 64, VIC 20 or SX64
Portable. The unit, which is
supplied with instructions and
a 1-year guarantee, is available
by Mail Order at £34.95 inc.
VAT and post from Access
Computer Company Ltd., The
Computer Centre, 61 Shaw
Heath, Stockport, Cheshire,
SK3 8BH. Telephone 061-477-
6013.
ties, 121 colours for high-
quality graphics and advanced
BASIC. The starter pack con-
tains the computer, cassette
deck. Introduction to BASIC
part 1 and 4 recreational
software" packages. {The 16 is
reviewed elsewhere in this
magazine).
The Commodore Plus/4 is
described by Mr. Stanworth as
"...an affordable home com-
puter for the more serious
user". And, in an attempt to
prove this point, it comes with 4
integral programs: word pro-
cessing, database, spreadsheet
and business graphics. But he
does stress that the Plus/4 "...is
no
F»rWd
in ess
machine. It is a competitivelv-
priced home machine ideally
suited to the professional who
wants to use it for productive
applications". The Plus/4
contains 64K RAM, of which
60K is available to the user for
BASIC programs and includes,
amongst the more obvious
facilities, advanced BASIC,
screen window facility, a HELP
key and simple cursor controls.
It retails at £299.99.
Both machines are being
manufactured at the new
Commodore factory in Corby
and should be available at the
end of September.
Father Commodore also
promises to stuff our Christmas
stockings with other goodies. A
new cassette deck, the 1531
(cost — £44.95) and a new
single disc drive, the 1541 (cost
— £299) should soon be
available. Also in the Com-
modore Christmas package this
year can be found two new
printers compatible with the
entire range of Commodore
home computers. These are
the MCS 801, a colour dot
matrix printer, and the DPS
1101, a low-cost letter quality
printer; both models will sell
tor £399. Both Commodore and
the leading software houses are
devel-oping a range of soft-
ware for the 16 ancf the Plus/4.
Show-down at
Olympia
The curtain was raised and the
chips were down at the end of
September for the Seventh
Personal Computer World
Show. Amongst the com-
panies displaying their latest
wares for the 64 were Anirog,
Argus Press Software, Audio-
genic, Bubble Bus, Creative
Sparks, Melbourne House,
Protek, Currah and many
more. We reveal all about the
PCW Showstoppers elsewhere
in this magazine.
E
DATA
STATEMENTS
Get in touch with your 64
Touchmaster Ltd. have releas-
ed their pressure-sensitive
surface which, complete with
its own microprocessor, is able
to interface with a range of
micro and personal computers,
including the Commodore 64.
Touchmaster, as the device is
called, hopes to overcome
resistance to keyboard usage.
The Touchmaster has an A4
working surface and a resolut-
ion of 256 x 256, The surface is
fully linear across the active
area and does not use any
moving switches or similar
devices.
The company plans to
develop a catalogue of soft-
ware — to be called Touch-
ware. The first releases of
software specifically designed
for the Touchmaster include
graphic packages, educa-tional
early learning programs, board
games, arcade games, adven-
ture games and programmer
utilities.
The complete package to
be marketed will contain the
Touchmaster, Touchware mul-
tipart graphics program and
other accessories required for
immediate use with a home
Currah speaks out
New for the Commodore 64
from Currah Computer Com-
ponents Ltd. comes Speech 64
which was developed in
conjunction with General
Instruments. It is an allophone
speech synthesiser which
means that it uses individual
speech sounds strung together
to make intelligible speech. It
has an unlimited vocabulary
and its makers claim it can
synthesise any word or senten-
ce in the English Language.
Speech 64 features a 'Say'
command which provides text-
to-speech, a high and low voice
eacn its own intonation and
integral BASIC com-mands. It is
a hand-sized unit which plugs
directly into the back of the
Commodore; sound is gener-
computer. The recommended
retail price is £149.95. Touch-
master may be contacted at
P.O. Box 3, Port Talbot, West
Glamorgan, SA13 1WH.
ated through the T.V. receiver.
Currah^ speech synthesiser
retails at £29.95. Currah may be
contacted at Graythorp Indus-
trial Estate, Hartlepool, Cleve-
land, TS25 2DF. Telephone
0429-729%.
We hope to review Speech
64 in next month's issue).
PSS hit the road
From the end of Seplember,
Commodore 64 users can get
on their bikes with the latest
offering from PSS. Entitled
Hyper Biker, it is a high quality
representation of the popular
craze, BMX biking. It enables
up to four players to act out
sophisticated biking man-
oeuvres and, from a straight
race, through obstacles, whee-
lies, long jumps, high jumps
and bunny hops to compete for
the accolade of BMX champ.
The bike is controlled via
joystick or keyboard and track
features include table top,
whoop de doos, ramps, speed
bumps, ditches and drop offs.
Hyper Biker is available on
cassette at £7.95. PSS may be
contacted at 452 Stoney
Stanton Road, Coventry, CV6
5DG.
rHVPFP
Available on Cassette £7*95
KBOULCBP
I! cosh
Statesoft
In the wake of their success
with their CBM games. Astro
Chase and Flip Flop, State Soft
Ltd. have released to new
games for 64 users, Boulder
Dash and Bristles.
In Boulder Dash, our hero,
Rockford, has to avoid crashin
boulders, walls of rock an
assorted creatures as he digs for
the gleaming jewels. In pursuit
~)of the diamonds, he must turn
his enemies to his advantage —
for example, butterflies may be
turned into precious stones.
The mysterious escape tunnel
is revealed only once the
required number of diamonds
have been collected. The game
includes 16 mystical caves with
a playable intermission after
every 4, and 5 levels of
difficulty.
For all non-DlY enthusiasts.
Bristles takes the pain out of
decorating. The object is to
paint all the rooms in a building
without losing your brushes
before time runs out. There are
8 different game screens and 6
skill levels tor each building;
your target is to paint all 8
buildings in each level. While
fulfilling your task, you must
avoid the Bucket Chucker, the
Dumb Buckets and flying Half-
Pints. Lifts and stairs are
provided for your transporta-
tion — but beware the
caretaker's daughter as she
daubs your carefully painted
walls with her hand prints!
Your efforts are rewarded with
prizes.
Both games are available on
cassette and retail at £8.95. State
Soft are at the Business &
Technology Centre, Bessemer
Drive, Stevenage, Hertford-
shire, SG1 2DX. Telephone:
0438-316561.
Creating another Legend
Legend, creators of the 1984
Game of the Year, Valhalla,
have announced details of
their latest release. The Great
Space Race. Scheduled for
release on the Commodore 64
in late September/October,
chairman John Peel describes it
as a "...completely new kind of
computer entertainment —
one that goes beyond arcade
and adventure games, but
retains the best elements of
both".
He certainly believes Leg-
end's newest baby looks good.
With a revolutionary operating
system, MOVISOFT 2, Mr. Peel
claims that "...true solid 3D
graphics..." have been achiev-
ed and advanced graphics
enable the characters on-
screen to be seen "...in detailed
close-up".
The game falls into two
phases. In the pre-race section,
you must compete for the best
spaceships, weapons and per-
sonnel for your team. The
event itself involves a race
against "...time, natural obsta-
cles and your competitors".
Using a new form of single
key-press commands, The
Great Space Race enables
characters to offer you options
based on their current situation
through an 'options gene-
rator' constantly monitoring
game development.
The Great Space Race costs
£% million to produce which is
thought to be the largest
amount ever spent on the
development of a single game.
Legend may be contacted at
P.O. Box 435, Station Road,
London E4 7LX; telephone: 01-
524-8324/5.
DATA
STATEMENTS
The Professionals
Audiogenic Lid. has launched
their Professional Range of
business application software
for the Commodore 64. The
three packages in the range are
a word processing system,
Micro Wordcraft, a spread-
sheet facility, Swift, and their
database system, Magpie.
All three packages are disc-
based and retail at the
following prices: Wordcraft —
£24.95; Swift — £19.95; Magpie
— £39.95. Audio-genic Ltd. may
be contacted at 39 Suttons
Industrial Park, London Road,
Reading, Berks RG6 1AZ.
Telephone: 0734-664646.
Terminal Laziness
Terminal Software has been far
from idle in developing 'Lazy
Jones', their new game for the
64. There are 18 doors in all
and, behind each, lies the
opportunity for Lazy Jones, the
most indolent hotel cleaner in
the trade, to avoid work: he
can play games, hide in the
broom cupboard, drink in the
bar or go to the toilet —
anything to avoid the irate
manager or the ghost of the
previous manager.
'Lazy Jones' features a split-
screen window and retails at
£7.95. Terminal Software are at
Derby House, Derby Street,
Bury, BL9 ONW. Telephone:
061-761 4321.
Things that go bump in the night
E
Who would have thought it?
David Darling (18) and his
brother Richard (16) always
seemed such ordinary young
men but then unexpected
things started happening
round them. It all began at the
beginning of 1981 in Canada
when they acquired a VIC-20.
From that moment on they
found they had a talent, an
unexplained power, call it what
you will, which they have been
attempting to harness ever
since. At first it was just
ordinary sprites they called up
but more recently those sprites
have been transforming them-
selves into a complete demon-
iacal hierarchy: gnosts, ghouls,
zombies and poltergeists. The
source of this power has been
traced to their Commodore 64.
Surprisingly, nobody seems
to be at all concerned. Rather
the opposite for the Darling
brothers are in fact the authors
of the new game for the CBM
64 from Mastertronic called
Chiller. In it you are given the
task of rescuing your fair
beloved from a haunted
mansion whilst warding off the
unwanted attentions of the
afore-mentioned denizens of
the underworld. And at £1 .99 at
least you're assured of a cheap
thrill.
This energetic pair who
have so far written 35 games
including about a third of
Mastertronic's output (see
Space Walk and BMX Racer,
both for the CBM 64). are also
working on a games designer
for the new Commodore 16.
This will be their third games
designer this year and follows
the one they did for the VIC-20,
Hit
Ma
released on the Galactic label,
and the Games Creator for the
CBM 64. due for imminent
release from Mirrorsoft.
The C-16 version should be
ready in about 2 months time
and will be marketed by
Commodore itself. The broth-
ers have already been workin
on a C-16 for a couple o
months now, so Your Com-
modore was obviously interest-
ed in their opinion of the
machine. "In most respects it is
as good as the 64 — the two
disadvantages are the lack of
sprites and the sound," they
told us. Still, a good games
designer should go a long way
to relieving the first problem.
So, with all this activity it
looks very unlikely that the
Darling brothers will be
disappearing without trace.
Mastertronic can be con-
tacd at Park Lome, 111 Park
Road. London NW8 7JL;
telephone: 01-402-3316.
Toil and trouble from
Creative Sparks
News
Creative Sparks have annou-
nced the release of their new
adventure game for the Com-
modore 64, Macbeth — the
Computer Adventure. Based
on the Bard's gruesome trag-
edy the game comes as two
fast-loading cassettes, with a
full set of instructions,
plus a complete text of
the play. The player can
participate in four independ-
ent adventures, plus psycho-
analysis sessions giving the
player an insight into the aims
and motivation of the leading
characters. The adventures all
differ from one another in style
and content; each depicts a
Art tor Commodore's sake
scene from Shakespeare's
original play.
Creative Sparks are part of
THORN EMI; David Gearing,
general manager for THORN
EMI Computer Software Pub-
lishing says of Macbeth "We
are delighted to be publishing
this ingenious package... It is
full of unexpected twists and
turns, rich in different mean-
ings, alive with fresh possibilit-
ies^'.
Macbeth — the Computer
Adventure retails at £14.95.
Creative Sparks can be contact-
ed at THORN EMI Computer
Software, Thomson House, 296
Farnborough Road, Farn-
borough, Hants. Telephone:
The first prize of a £5,000
endowment and £1,5000 worth
of computer equipment in the
world's first competition to use
home computers to create
works of art, the Commodore
International Art Challenge,
went to Hugh Riley, a young
unemployed art graduate. As a
result of his winning entries in
the 18+ Dynamic category,
Louis (Meditation Failure
126) and Obsessiveness, Mr.
Riley will be able to use the
endowment to study computer
art at a prestigeous educa-
tional establishment in any
country of his choice and
hopes, as a result of this unique/
opportunity, to pursue a career uj
in computer graphics.
The awardwas presented by 1
Professor Brian Allison, World
President of the International
Society for education through
Art, at a ceremony at London's
Hamilton Gallery. Professor
Allison commented that "The
Commodore sales
Commodore Art Challenge has each category received £1,500
revealed a fascinating new area
for art and for home com-
puters. I am convinced this
initiative and the exhibition of
computer pictures are just a
glimpse into a future which will
see art and technology increas-
ingly working together".
The competition was divi-
ded into Still and Dynamic
entries and under 12, 12-17 and
18+ age groups: the winners in
worth of Commodore equip-
ment of his or her choice, as did
Mr. Joachim Wester of Sweden
with his entry, 'Mr. Freaken-
stein', winner of
the best non-UK
it*
boost
Commodore UK's sales topped
the £100 million mark during
the last financial year, thus
attaining an all time record and
making the company a major
contributor to Commodore
International's record $1.27
billion sales for the year ended
30 June. Mr. Howard Stan-
worth, General Manager of
Commodore Business Ma-
chines (UK) Ltd., believes that
"...in revenue terms..." this
makes Commodore "...the
undisputed leader in the British
home computer market".
New face at Commodore
Rae Potter has been appointed
as new Software Products
Marketing Manager at Com-
modore UK. He expects to be
"...looking particularly for
software which actively ex-
ploits the full capabilities of our
machines — not only the VIC-
20 and Commodore 64, but also
the new Commodore 16 and
Plus/4 home com-puters". Mr.
Potter believes that: "The mass
market for software has arrived
and with the imminent launch
of the new Commodore 16 and
Plus/4 computers. Commo-
dore is in an unprecedented
position to dominate, not only
in hardware, but also in
software".
Commodore dealers will now
be providing 3 software
packages with every 8296D
business machine sold. These
are: Superscript, a wordpro-
cessing package including
Spelling Checker; The Mana-
ger, a comprehensive database
and file management packag
and Calc Result, a tinancia
planning spreadsheet.
The 8296D with integral
2Mbyte floppy disc drive, 128K
RAM, monitor, keyboard and
the aforementioned software
packages retail for £1,690
excluding VAT.
News
DATA
STATEMENTS
CompuNet launch
The PCW show will see the
launch of the Commodore
Communications Modem and
their new database, service,
CompuNet, initially available
only to Commodore 64 users.
The first year's subscription to
CompuNet is free with the
purchase of the Commodore
Modem, which costs £99.99.
New modem
Cirkitt Holdings PLC has
developed a modem which has
full British Telecom approval
and, so they claim, at £59.95, is
less expensive than any equiv-
alent equipment. The modem
took under six months to
design and bring to the market, compatible with most personal
It is to be marketed by Protek computers on the market,
Computing Limited wno have including the Commodore 64.
worked closely with Cirkit on Cirkit and Protek are predict-
its development and have ing modem sales of £2 million
produced a range of interface over the next 18 months,
packs to make the modem Cirkit Holdings PLC can be
contacted at Park Lane, Brox-
bourne, Herts EN10 7NQ.
Telephone: 0992-444111.
BIGGER, BOULDER^ BE AUTIFUL
AMERICAN NO I.
Q Eoxaen
commodore
6\
ECLLCEF
Cfl5H
CASSETTE 8*5 DISK IO-95
1.MOU
• MM m <■ «i mi
»-.--- >". I—MI I
-I . • -II IM.
State Soft Ltd,
Business & Technology Centre,
Bessemer Drive, Stevenage,
Hertfordshire SG1 2DY.
Phone (0438)316561.
They came from out of the desert to
the HORROR of the ANTS
mmm
WH SMITH
Letters
Whether your forte
lies in preaching or
praising, asking or
OUTPUT
useful hints and tips
to fellow Commodore
users.
Dear Sir,
All those Commodore 64 users
who cannot get their voice two
to work, don't take the
computer back to the shop.
There is nothing wrong with it;
the manual is wrong. On page
161 the waveform for voice two
is 54283 and not 54288.
Here's another tip tor you
64 users. POKE56325.X (X=1 to
255). This will speed up the
cursor and is very useful when
editing long lines.
Yours faithfully,
William Fong,
London.
Dear Sir.
In reply to). Lee (Input/Output
- October issue), I also have a
Commodore and Brother EP22
series printer. He may find it
useful to note that the interface
I have found most suitable is
the Stack for the VIC 20/CBM
64 ftom: Stack Computer
Services Ltd., 290-298 Derby
Road. Bootle. Liverpool, L20
8LN. Also, the cable he receives
may be wired incorrectly:
Computer end pins
TO
Printer end pins
The most reliable commands
found to date are:
To take a listing
OPEN 2,2,2.CHR$(2)*CHR$(0):
CMD2
LIST A-B (Max. 60 lines)
LIST B-C etc.
PRINT&2
CLOSE 2
CMD3
To use within a program:
The OPEN statement should be
used before the DIM$
statements, and programs used
with the OPEN in a GOTO/
COSUB routine should have
this line deleted and moved to
the top of the listing /e:
10 PRINT "HELLO"
20 OPEN 2,2,2,CHR$(2)*CHR$
(0)
30 DIM A etc
OPEN 4.4 will not work. The
interface cable and printer all
work well.
Yours faithfully,
5 K Thoanber,
Hull.
Dear Sir,
What a super magazine - it is
magnificent! As I was browsing
along the magazine shelf I
noticed your magazine
screaming to be looked at.
After a quick look I promptly
bought and raced home to
look at it; as a VIC 20 owner
myself I bought it to seek out
new talents. The reason it is so
different is because all the
other Commodore magazines
focus mainly on one thing: the
CBM64. Most of the programs,
hints, reviews and information
are on this machine. I
congratulate you on seeing the
light for us poor VIC ana PET
owners. Your article entitled
'Vic Games programming' was
exceptionally good.
How about including the
top ten tables of software for
the VIC and 64. And, how
about doing reviews of
Commodore's new computers,
the CBM 16 and Plus 4.
Yours faithfully,
Andrew Philpott,
Hertford.
We answer,
We are delighted that Mr.
Philpott, and all the other
readers who showered us with
praise, like our magazine. We
shall endeavour to keep you
happy and hope you will
continue to send us your
comments and bright sug-
gestions for future articles,
games, etc. Please, please
inundate us with VIC 20 stuff as
we're in short supply! Finally,
you can find a review of the
Commodore 16 elsewhere in
this magazine. We hope to
review the Plus 4 next month.
Dear Sir,
I have a Commodore 64 and I
am very interested in
becoming a member of
CompuNet. I would appreciate
it if you would send me details
on how much it would cost to
join, what would be the most
suitable modem for my
computer and. also, how much
the modem would cost.
Could you please give me
more information about how
CompuNet works and, also, tell
me where my nearest main
Commodore supplier is.
Yours faithfully,
Steve Paterson,
Livingston, Scotland.
We answer,
The only modem suitable for
use with CompuNet is
Commodore's own Modem
which retails at £99.95. On
purchase of this modem you're
entitled to one year's free
membership of CompuNet
(worth £30). For information on
how CompuNet works, see the
review in our next (January)
issue. The modem is only
available, at the time of going
to press, directly from
Commodore Business Mac-
hines (UK) Ltd. at 1 Hunters
Road, Corby, Northants. The
nearest main Commodore
supplier to Mr. Patterson in
Livingston is Peritronic Ltd. at
Lomand House, Almond Vale,
Livingston, West Lothian-
Telephone: 0506-410041.
Dear Sir,
I have recently bought a
Commodore MPS 801 printer
for use with my 64 and. as well
as the standard 11 by 9.5 inch
paper for the printer I have also
acquired for free 2000 sheets of
7.5 inch paper. I should like to
use this narrower paper for
program listings but. when
doing this, the longer program
lines are printed off the edge of
the paper. I would like to know
if there is any way of making
the printer print shorter lines
when using the list command
as this would save me a lot of
money buying expensive
printer paper.
Congratulations on your
first edition of one of the best
magazines for the Commodore
user.
Yours faithfully,
W.L. Williams,
Dyfed.
We answer,
Can any of our readers answer
Mr. Williams' 'cri de coeur7
Dear Sir.
I own a Commodore 64 and
have recently bought the
'PETSPEED' compiler. This
gingers up some of my ordinary
BASIC programs but I cannot
make it work on even the
simplest High-Res program
sucn as those to clear the
screen and draw a circle. My
BASIC program is taken
straight out of the 'Program-
mer s Reference Guide' (pages
122-123 and 126-127) and runs
perfectly (though appallingly
slowly). I have added a very
simple machine code program
which clears the screen and
puts it into High-Res
instantaneously, but of course
thereafter the drawing is as
slow as ever. The PETSPEED
will not run this either; but, if I
include a command in the
PETSPEED program to load the
machine code program from
disc, the screen does clear -
and nothing else happens. It
refuses to carry on drawing the
figure and the screen remains
blank until I hit RUN/STOP
RESTORE. In every case, the
compiling seems to be error-
free, but the result doesn't run.
The base for the 'bit-map
memory is 8192. Since the
compiled program seems to
occupy about 8450 bytes (most
of which is, I believe, the
PETSPEED interpreter), I have
tried altering the base to 10240
or even beyond, so as not to
interfere. The effects of this
are, firstly, that only the lower
two thirds of the screen are
cleared and the top third after
the final 'paint' is covered in
vertical bars; and, secondly,
although the circle gets drawn,
its centre is very much
displaced (though this can be
remedied by changing two
constants in the program). This
program compiles alright too,
but won't run either (in the
compiled version).
I attach copies of the two
programs. As you can see, they
are very short and simple.
Can you offer any advice?
Where am I going wrong? And
where can I find some
literature more explicit and less
superficial than the 'Reference
Guide'?
Yours faithfully.
M.W. Peters.
Dorset.
We answer,
Try putting the high-res screen
down to 32768 and paging the
VIC II chip to look at the third
16K block of RAM. Currently,
your high-res screen is
corrupting your program.
See our guides (in this issue
and in previous issues of 'Your
Commodore') to the vast
output of literature available
for Commodore users.
E
A. P. and D.J.
Stephenson explore
MASTERING
MACHINE CODE
ONE COMPLETE ORDER TO
the microprocessor is called an
instruction. The 6510A has a
repertoire, called the
Instruction Set, of almost 60
different types but, because
most of them are available in
several different forms, the
total number of permutations
rises to several hundred. Such a
huge number to choose from
can be frightening to the
newcomer. Because of this, we
feel that presenting the full
repertoire at this stage would
be more confusing than
helpful. Fortunately, only a
relatively small proportion of
the totaf number are in regular
use. In fact, it is possible to
begin writing workable
machine code programs by
restricting the repertoire to
twenty or so instructions.
The instruction format
A machine code instruction
represents one complete order
to the microprocessor and
normally consists of two
has a verb but no noun so is
incomplete. There are
normally two parts of a
machine code instruction, the
operation code and the
opera no*.
The operation code
This corresponds to the verb
because it tells the micro-
processor what particular
action is required. In general,
the op-code can be a
decimal number, a pair of hex
digits or, if you have an
assembler, a three-letter group
known as an instruction
mnemonic. Every instruction
has a unique code number.
Unless you have additional
software aids, the only way to
enter an op-code on the
Commodore 64 is by POKing a
decimal number. This is an
awful method because
decimals and machine code are
alien to each other. Machine
code programming is not the
easiest or subjects and if we
have to work entirely in
decimal op-codes, the task
Verb
Noun
Op-code
Operand
^lllllllllllll
■X-XvX-l
'•X'X'X*!*!
■X-XvXvl
Figure XI The instruction format
distinct parts as shown in Figure
3.1
As in everyday speech, any
order given to a person consists
of two parts, the verb (what
particular action is required)
and the noun (which particular
object is to receive the action).
For example, suppose we
instruct someone to luck'. The
person is confused because,
althoueh he knows how to
kick, he has not been told
which particular individual or
object requires kicking. In
other words, the instruction
borders on the horrific. We
shall not attempt to use
decimal op-codes at all. As
mentioned in Part 1 of this
series, if you intend to take
machine code programming
seriously, you are strongly
advised to get hold of an
assembler as soon as you can.
However, for the benefit of
readers who feel that the extra
expense is not justified, a
simple program will be given
later, enabling all machine
code programs to be entered in
hex instead of decimal digits.
The operand
This is the second part of the
instruction, corresponding to
the noun. It informs the
microprocessor where the data
(to be acted upon) can be
found. The operand, in most
cases, will be the address of the
data. There are, however,
several different ways of
specifying the address. They
are known as addressing
modes. Some instructions may
have as many as seven different
addressing modes, whilst
others may nave only one. The
operand can be specified in
decimal or hex but, here again,
hex addresses are much easier
to work with.
Simple addressing
modes
The most commonly used
instruction in the repertoire is
LDA so we shall use it for
illustration purposes where
ever possible. LDA is an
assembler mnemonic for
LoaD Accumulator. It is used to
place data into the accum-
ulator. The whereabouts of the
data is specified by the operand
according to the addressing
mode used. At this point, only
three of these addressing
modes will be described.
Immediate addressing
Memory is not involved
because the operand specifies
the data. This data will be
specified by two hex digits (one
byte) within the range 00 and
FF.
Suppose we want to load
the accumulator with the hex
number 05 and we have an
assembler resident. The way in
which the instruction is written
depends on whether an
assembler is used or whether
you must use direct hex code.
Both forms are given below:
Assembler
LDA#$05
Hex code
A9 05
Notice that the assembler
requires the character '$' to
indicate the number is in hex
and the character '#' to
indicate immediate addressing.
In contrast, the hex code
version is just two pairs of
naked hex digits. The first pair
of hex digits is always the op-
code. The op-code for LDA,
using immediate addressing, is
A9. Why A9? Because the
designers of the 6510A decreed
it to be so. Without an
assembler, you must either
memorise the hex digit pair for
every op-code (and there are
over 200 of them) or consult the
full instruction set of the 6510A.
Perhaps this gloomy bit of
information will act as a
commercial break for the
Mikro or Commodore
assembler. It is called
immediate addressing because
the data is immediately
available in the operand. It is
used when we want to load
constants.
Absolute addressing
This is used if the data byte, to
be loaded into the accum-
ulator, is in memory —
anywhere in the 64K RAM. The
operand is a four hex digit
number (two bytes) specifying
the memory address. You will
remember that any address in
the 64K memory map can be
expressed with the aid of four
hex digits. Suppose we wish to
load the data byte, residing at
address C2056 hex, into the
accumulator. The assembler
and hex code instruction
become :
Assembler Hex code
LDA $2056 AD 56 20
Notice that the hex op-code is
now AD instead of A9. Notice
also the strange reversal of the
two operand Dytes in the hex
code version. This is a standard
rule when using 6510A hex
code so we nad better
emphasise it:
If direct hex code is used
without an assembler, all two-
byte operand addresses must
be entered in reverse order,
low-byte first, high byte last.
This is important enough to
justify an extra example; the
nex address 5472 must be
entered as 72 54. The designers
of the 6510A decided on this
awkward twist because it led to
more efficient organisation of
the address bus. In machine
code, the human is relatively
unimportant so considerations
of 'user friendliness' take
second place to hardware
efficiency. As can be seen in
the example above, an
assembler is a little kinder
towards humans and the two
operand bytes are entered in
normal sequence.
Zero-page addressing
If the address of the required
data happens to be on page
zero ($0000 to SOOFF) it is
possible, in fact it is normally
desirable, to use page zero
addressing. It is more efficient
because the two leading zeros
can be dropped, allowing a
single byte operand to be used.
For example, to load the
accumulator with (he contents
of the hex address 35, the
assembler and hex code
instructions would be:
Assembler
Hex code
LDA $35
A5 35
We shall see later that page
zero is very important because
(a) two of the more exotic
addressing modes only operate
on data resident in page zero.
(b) data retrieval is faster from
page zero than from other
areas of memory.
Unfortunately, most of
page zero has already been
swiped by the resident
operating system so there are
very few vacant address
locations left for the machine
code programmer. In view of
this, those which are left should
be given VIP status and not
used wastefully. We believe,
although we can find no
confirmation in Commodore
literature, that:
Free locations in page zero =
$FB lo $FF inclusive.
Indexed and indirect
addressing
These addressing modes are
not so easy to understand and
will be discussed in detail later
in this series. However, for the
sake of completeness, brief
definitions are given below
but, if you are completely new
to machine code, don't worry
too much about them yet.
Indexed addressing
with LDA
The contents of one of the
index registers is automatically
added to the operand and the
result is the address of the
required data byte. Thus the
same instruction can be used to
access different addresses by
simply altering the contents of
the index register. There are
three possible forms:
(a) Zero-page indexed, where
only the X register can be used
(b) Absolute indexed, where
either the X or Y registers can
be used. Assembler and hex
code formats, using arbitrary
addresses, are as follows:
used to access different data
items simply by varying either
the address pointers or the
index register. Assembly
format and hex coding, using
arbitrary addresses, is as
follows:
Assembler Hex code
LDA (SFB.X) A1 FB
Indirect indexed
addressing
This is similar in general
principle to indexed indirect,
The essential difference being
in the way indexing is used.
Firstly, only Y can be used for
indexing. Secondly, the
contents of Y is added to the
address pointer, rather than to
the operand. An example
should illustrate the difference.
Using standard assembler
Address type
Zero-page,X
Absolute. X
Absolute.Y
Assembler
LDA $34,X
LDA S3456.X
LDA S3456.Y
Hex code
B5 34
BD 56 34
B9 56 34
Note the comma is used to
inform the assembler that
indexed addressing is required.
Indexed
addressing
indirect
An indirect address is the
address* of an address. This is
not so bad as it sounds
providing we first neglect the
indexing by assuming that X (or
Y as appropriate) contains zero.
The operand is the low-byte
address (which must be in page
zero) of a two byte address
pointer. The high byte of the
pointer is in the next sequential
location. As a preliminary
example, using standard
assembler notation, assume we
write LDA ($FB,X). Assume that
address $FB contains $56 (the
low-byte of the pointer) and
the next higher address
contains SCO (tne high-byte of
the pointer). The effect of the
instruction is to load the
accumulator with the contents
of address SC056. However,
things are a little more complex
when the effect of the index
register is taken into
consideration. Suppose X
contains the number 2 and we
again write LDA (SFB,X). The
low-byte address is now
increased to $FB+2=$F so an
entirely different pointer is
effective.
The advantage is flexibility.
The same instruction can be
format for indirect indexed
addressing, suppose we write
LDA ($FB),Y and that Y contains
2. Let us also assume, as before,
that address $FB contains $56
(the low-byte pointer) and the
next address contains SCO (the
high-byte pointer). Because 2 is
now added to the address
pointer, it effectively becomes
$C056*2=$C058. The assem-
bler and hex coding, using
arbitrary addresses, for indirect
indexed is as follows:
Assembler Hex coding
LDA ($FB>,Y 81 FB
Indirect indexed addressing is
used much more often than
indexed indirect. Note how
easy it is to gel mixed up with
the position of the assembler
brackets. Lets put them
together to emphasise the
difference.
Indexed indirect. ..LDA
($FB,X)
Indirect indexed.. .LDA
<SFB),Y
It is worth mentioning that the
older terms were as follows:
Indexed indirect was called
post indexing (because the
index was added afterwards).
Indirect indexed was called
pre-indexed (because the
index was added first).
How to enter a
machine code program
Up to this point, we have only
used the instruction LDA to
illustrate the technicalities of
machine code and readers may
be wondering how much
longer they must wait before
the rest of them are discussed.
The trouble with machine code
is that the various addressing
modes are far more difficult to
understand than differences
between the instructions
themselves. We have tackled
the hardest part first. As we
subsequently treat the other
instructions, short program
segments will be given to
illustrate the behaviour of
each. However, before we go
any further, we must know how
to enter a machine code
program and afterwards, how
to run it. We shall assume in the
first instance that you do not
have an assembler. Program 3.1
is a simple way to enter a
program into the safe area of
memory which, you may
remember from Part 1 of the
series, is the 4K block starting at
address SCOOO.
The program, written in BA5IC,
allows you to enter hex
machine code bytes in the form
of DATA statements. You
should key in the program and
save it on tape or disc for use
whenever you want to load
machine code. The hex bytes
shown are, of course, only an
example so, once you have
tried it out once, there is no
need to save lines 140 to 180.
When you load your own
programs, or some of the
examples which will appear
throughout the series, you will
have to enter the bytes in the
form shown in lines 140
onwards. Once you have
entered the bytes and the
BASIC program run, you will be
asked, via a screen message,
the number of bytes used. In
the example, there are 33 bytes.
Once you have entered the
number of bytes, the program
will place tnem in memory
starting at SCOOO. It will be up to
you to ensure that the DATA
bytes, which we shall refer to in
future as a 'hex dump', are
entered in the correct
sequence. You will notice that
the data bytes in the example
are placed in groups of eight.
This is for convenience (they
are easy to count up if you stick
to this number) and also
because it is customary in
machine code monitors to
display the bytes in groups of
eight.
Programming
10 REM POKING A HEX DUMP INTO MEMORY
20 REM STARTING AT ADDRESS ♦COOO
30 INPUT"HOW MANY BYTES IN HEX DUMP"; NX
40 B=4?152
50 FOR L=0 TO NX-1
60 READ D*
70 FD7.=ASC<D*>-4B
80 SD7.=ASC ( R I BHT» ( D« , 1 ) ) -48
90 IF FD%>9 THEN FDX=FDX-7
100 IF SDX>9 THEN SDX=SDX-7
110 BTX=16*FDX+SDX
120 POKE B+L,BTX
130 NEXT
140 DATA A9,00,B5,FB,A9,05 f B5 f FC
150 DATA A9,48, 20, CA, F 1 , 38, A5, FB
160 DATA E9 f 01 , 85, FB f BO , 02 , CA f FC
170 DATA A5, FB,DO,EC, A5,FC # DO f E8
180 DATA 60
Program 3.1 Poking a hex dump
inlo memory
LDY. On the other hand, ST A
has as many addressing modes
as LDA with ihe exception of
the immediate mode. A
moment's thought should
convince you that it is
impossible to have immediate
mode with any store-type
instruction. There is only one
operand so you can't express
both the data and where to put
it in one single instruction.
Exercises
To conclude Part 3, here are
some exercises which should
help you to become familiar
witn some of the more simple
addressing modes. Write each
program, enter it with the aid
of the loader (Program 3.1), run
it under 5YS 49152 and see if it
behaves:
Running a machine
code program
Program 3.1 is purely a loading
program. When you run it, it
merely loads the machine code
into memory — it does not
execute the machine code! To
execute the code, you should
now enter
SYS 49152
E
This directs the computer to
start executing the bytes, one
after the other, starting at the
decimal address 49152. This is,
of course, $C0O0. If you have
entered Program 3.1 as it
stands, including the example
33 bytes, you should confirm
that the machine code, when
run under SYS 49152, will
completely fill the screen with
'H' characters. In fact, 1024 of
them are displayed but the last
24 will naturally cause the
screen to scroll. Don't worry at
this stage about how the
machine code works. If you are
a complete newcomer, it
would be very surprising if you
could since several tricks have
been used which have not yet
been explained. You should
notice however that the last
byte is hex 60 which is the
machine code version of
RETURN from subroutine.
Most of your programs will end
in 60 in order to allow a smooth
re-entry to BASIC command
level once the machine code
program has stopped.
The example program
works directly you run tt but
some machine code programs
require some extra data before
they can be run. In such cases,
it will be up to you to POKE
such data into the correct
memory locations before
entering SYS 49152. It should be
mentioned here that it is not
mandatory to always load at the
start of the machine code
block. After all, there is 4K
available so there is nothing to
stop you loading your program
in the middle of the block.
However, there is no point in
being original just for its own
sake. If you get into the habit of
loading at SCOOO onwards,
there is less chance of making a
mistake. It also allows you
plenty of room at the end of the
program to store any extra data
required.
LDX and LDY
These load the contents of the
chosen index register with data
defined by the operand.
STX and STY
These store the contents of the
chosen index register in the
memory address defined by
the operand.
STA
This stores the contents of the
accumulator in memory at the
address defined by the
operand.
The addressing modes
available, together with
assembler and hex coding are
given in the following table
using xx to represent a single
operand byte:
1. Display a character of your
own choice in the middle of
the screen.
2. Display two different
characters, side by side, in the
middle ot the screen.
3. Display your name across the
bottom of the screen.
Assembler
Hex code
LDX # $xx
A2 xx
LDX SXX
A6 xx
Load X
LDX Sxxxx
AE xx xx
LDX $xx,Y
B6 xx
LDX Sxxxx.Y
BE xx xx
LDY # $xx
AO xx
LDY $xx
A4 xx
Load Y
LDY Sxxxx
AC xx xx
LDY Sxx.X
B4 xx
LDY Sxxxx, X
BC xx xx
STX Sxx
86 xx
Store X
STX Sxxxx
8E xx xx
STX Sxx.Y
96 xx
STY $xx
84 xx
Store Y
STY Sxxxx
8C xx xx
STY $xx,X
94 xx
STA Sxx
85 xx
STA Sxxxx
8D xx xx
STA Sxx.X
95 xx
Store A
STA Sxxxx.X
9D xx xx
STA $xxxx,Y
99 xx xx
STA Sxxxx.Y
99 xx xx
STA ($xx,X)
81 xx
STA (Sxx).Y
91 xx
From what has been said
already, il should be possible to
figure out the name of each
addressing mode in this table
by simply examining the
assembler format. Notice that
some instructions have a
limited addressing repertoire.
For example, you can't use
indirect addressing with LDX or
Warning: dont forget to count
your bytes and make sure you
choose the right op-codes and
in the right sequence or, sure as
hell, you will crash the system.
Answers will be given in
Part 47.
dialog-.
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TELEPHONE
DIALOG SOFTWARE
293 Copperfield, Umesfarm Estate, Chigwell. Essex. Telephone: 01-501 0799
accumulate points, as
you wind your way
around the screen
hitting the boxes and
dollar signs which
flash in your path with
this nail-biting game
from 'Peter Pann\
ANA
CON DA
THE AIM OF THIS GAME IS
to move your 'snake' (ie, a
length of coloured circles
preceded by an arrow)
around the screen using the
following keys:
A(left) D(right) l(up)
M(down)
As you worm your way
around the screen, you
score points by hitting the
boxes which suddenly
appear (and, to add to your
frustration, frequently
disappear before you can
reach theml: the number of
points you score depends
on the number {from 1 to 9)
inside the box you pierce.
Additionally you can score
bonus points by hitting '$
signs'; these bonus points
are then added to your
score after you hit your next
box. The number of bonus
points scored depends on
the length of vour 'snake
which grows as the game
progresses, but reduces
again once the '$ sign' has
been confronted. The
longer your 'snake',
the more carefully you have
to tread as it is easy to
entwine yourself in a maze
of 'snake'. The game ends
when you hit the boundary
or turn back on vourself.
Program Listing
5 POKE53280,12POKE53231,12
41 PRINTTflBC3)"M';PPESS A KEV TO PLAY)
42 GETfl* '• IFR$»" "THEN42
5d POKE49152,0:X«2000
60 E=53230:E1=53231 :E2=49152: 0=54272
70 POKEE > 0 : POKEE 1,0: PR I NTCHR* C 14) " :SD3
75 PRINT" ":PPTNT"
'*; : IFPEEK<E2»0THENX-100
3 */*-fV-* " :L*PEEKCE2):FORJ«1TOL
90 HS*«HS*+STR*<PEEK<E2+J>* :NEXT:HS*VflL<HS*> :GOSUB1000: PRINT" W3I HIDE THE MOVING
'SNAKE' US I " ;
120 PRINT"NG THE KEVS : ": GOSUB 1000 : PRINT" a»3<LEFT>, RIGHT), 3ha<UP>, *0
< DOWN > IB
130 GOSUB1000:PRINT"JSrCiN-T HIT THE BOUNDARY <0R YOURSELF), AND TRY TO HIT TH
E";
140 PRINT" BOXES FOR POINTS, M" 1 GOSUB 1000 : PRINT"B I ITT I NO *f3 CREATES A BONUS WHIG
H WILL BE"
150 PRINT" COLLECTED AFTER /~*l SCORE. " = GOSUB 1000 = PR INT" Mil I0U HAVE AS LONG AS V
0U LIKE T"J
159 PR I NT "0 GET THE HIGHEST NUMBER OF POINTS ! M : GOSUB 1000 PRINT "JO 00D LUCK ! " : G
OSUB1006
171 PR INT "IIS S HIT ANY KEV TO START " : GOSUB 1000 : FORJ-0TO24 • POKEQ+J, 0 : NEXT : DI
MP<800)/D(3)
175 DIMV<8>,H<8>,T<8>#RC8>i|C". 1 ■ M2-300 ■ B0=1 • P0KE323. 3
1 80 GETZJ : I FZ*= SOTO 1 30
1 35 GOSUB800 : D< 6 ) =22 D< 1 > =60 : D < 2 > =62 : D < 3 > =30 ■ T9= 1 024 : T6-3599 ■ G0SUB228 • GOTO230
220 P0KEQ+5 > 36 : POKEQ+6 , 36 : P0KEQ+4 , 1 29 ; RETURN
230 PRINTCHR*<142>"3BkSC0RE: TO KBONUS X 1 kHI :K"HS"SI" :FORJ=1064TO1103 =
POKE J, 67
240 P0KEQ+1 > J- 1000 : PGKEJ+Q, 7 ! NEXT • FORJ=1984TO2023 POKE J, 67 : P0KEQ+1 , J- 1900 ■ P0KEJ+
G,7:NEXT:L=40
260 F0RJ=1 104TO1944STEP4O : POKE J, 66 ■ POKEJ+Q, 7 : POKEJ+39, 66 : P0KEJ+39+Q, 7 ■ P0KEQ+1 , IN
TCJ/10) =NEXT
265 POKE 1 064 , 35 ; POKE 1103/73': POKE 1 934 - 74 : P0KE2023 , 75 : V=5 : H=5 : V 1 =0 ■ H 1 = 1 : P2= 1 0 : D 1 =2
230 TI$="000000" :T=TI
290 SSaTI:M^»INT<<10-3)*RND<l>>+3:lFPEEK<828>«WXTHENW?i=WX+l
292 POKEG+24, 15
300 GET2$ IF2$=""GOTO330
382 IFZ$="M"THENZ=0
E
Program Listing
388 IFZ$="ITTHENZ=2
369 G0SUB220 : POKEG+24 , 1 5
320 Dl=Z D=2-1.5:Vl = IHTr;R£S(D>:>#SGN<D>:Hl=SGH<:D>-Vl
330 V=V-V1 :H=H+H1 -P=T9+V*L+H
356 P9»PEEK < P > : FOR I =2 1 T03STEP-7 • POKEQ+2 , I ■ NEXT : POKEQ+ 1 , UK
360 R6»R?:R7*R7+1 : IFR7>P2THENR7=0
370 P1=PCR7> P<R7>=R: IFP1O0THENPOKEP1,32
389 POKEP # D< Dl > : POKEP+Q , 3 P 1 =P < R6 > : I FP 1 O0THENPOKEP 1,81: PQKEP 1 +Q , UV.
382 I FT I >H 1 +M2 ANDPEEK < W ) =36THENPQKEW , 32 : W=0
383 LFPEEK<W)O36THENW*0
384 M»0: IFP9O36THEN390
385 IFPEEK'-PCM>)=31THENMM=MM+1
386 POKEPCM>+Q>WX:POKEP<M>j 19 : W=W+1 : PRINT "S!" TAB < 26 > "©3" MM "II ■ " = IFM>208THEMM
387 P0KEG+1,UM=M+1 : IFM=1 THENGOSUB80O : GO3UB220 : POKEQ+ 0
388 IFP<M»0THEN385
389 W2«W2+20 ; W*0 : P0KE828 . MX : SOTO400
396 IFP9O32GOTO340
400 IFRND<1»KOOTO290
4 1 0 VX*RND < 1 > *L/ 1 0 : P3=S6+V2 : VS»=V < V/i ) : IFVSO0GQT059 1
470 V2=INT<RNIKl>if:20>+3-H2=IHT<RNDa>*<;L-4>>+2
480 F0RV3=V2-1T0V2+1 P3=V3*L+T9:FuRH3=H2-lT0H2+l : IFPEEK<P3+H3>O32QQTO4?0
490 NEXTH3 , V3 : V < > =V2 - H < VX > =H2
500 ZZ=INT<RNIK.5>*7+9> : F0RV3=V2-1 T0V2+1 : P3=V3*L+T9 : F0RH3=H2-1T0H2+1
510 POKEG+4, 17 :F0RI=1T025STEP2= POKEQ+l* I = NEXT: POKEG+4* 129
520 P0KEP3+H3, P9 : P0KEP3+H3+Q, 22
530 NEXTH3/V3 - T=9*RND< 1 > : P8=V2*L+H2+T9 : P0KEP8, 49+T : T<VZ>=T = R<V,"0=P3 : GOT 0290
540 V2-P9-86 : I F V":<GTHENGGSUB800 : GOTO600
550 P8»R<VK) T=J<: V 'X> P2=P2+7T*=TI$
560 T=T-1 :S=S+1*B0P0KEP8, T+49 FORI = 1TO10STEP3 : POKEQ+l , 1 : NEXT ; FOR 1 = 1 ©TO 1 STEP-2 : P
OKEQ+1, I : NEXT
564 I FS> 1 499THENB0= 1 0 : G0T0570
565 I FS>999THENB0=5 : GGTO570
566 IFS>299THENB0=3 : GOTO570
570 IFU>0THEN578
571 W=INT(RND<1>*<2023-1064>+1064> : IFPEEK<W)»32THENP0KEM. 36 : GOSUB9O0 : W1=TI
578 S=S+MM*BO:PRINT"S»»MtrS;TfiB<20>"H X"BO M ll " : MM=0
580 POKEQ+4, 33 : FORJ=100TO65STEP-2 : POKEQ+l, J ■ NEXT : POKEQ+4, 129 IFT>=0GOTO56O
590 P2-P2+7 :TI$*T* : V9-V<VK>
59 1 FOR V3= V9- 1 T0V9+ 1 : P3=V3*L+T9 : H9=H < V'/. > +P3 : F0RH3=H9- 1 T0H9+ 1
594 P0KEH3 , 32 : NEXTH3 , V3 : V < V5i ) =0 : POKER < VX >,32: G0T0298
60O POKEQ+4, 17 : FORI=254TO0STEP-2 : POKEQ+l* I : POKEE, I : POKEE 1,1 + 1 ; NEXT : POKEE 1.0 POKE
E,6
620 IFS>HSTHENGOSUB660
625 pokeq+24 o : pr i nt " ^msmmmmmmmmmm»nnnm "
626 PRINT R»»»»I3 ANOTHER GAME? / SIIIIU ; X=100
630 GETZ* : IFZ$=" "THENPRINT" afVM UK GOSUEIOOO
635 I FZt= " " THENPR I NT " El Willi", : GOSUBIOOO : G0T0630
640 IFZ*="V"THENPRINT"n M RUN66
650 IFZ*="N"THENENB
651 GOTO630
660 S$=3TR$(S> =L=LEN<S*> = P0KEE2, L = F0RJ=1T0L : P0KEE2+J, VAL<M1D#<S*, J, 1>> : NEXT ■ RETU
RN
800 POKEQ+l , 230 : POKEQ+5, 9 : POKEQ+l 5, 30 : POKEQ+24, 15 ■ POKEQ+4, 21 : FORJ J=255TO1STEP-10
: POKEQ+l, J J
305 POKEE . J J '• NEXT ; IFM= 1 THENPOKEE ; 0 : RETURN
810 FORJJ=16TO0STEP-2 POKEQ+24, J J ■ FORA=1TO100STEP1 1 i POKEG+4, A POKEE , J J i NEXT A.. J J :
POKEQ+24, 15 = RETURN
900 POKEQ+ 1 , 1 00 : POKEQ+5 , 9 = POKEQ+ 1 5 , 30 : POKEQ+4 , 21 = FOR JJ= 1 5TO0STEP-3 ■ POKEW+Q > J J ■ PO
KEE,JJ
910 F0RA=15T01STEP-3 ■ POKEQ+24, A • POKEE, A : POKEE, A : NEXTA, J J : POKEQ+24 , 15 POKEE, O : GOS
UB220 -POKEM+Q, 1 RETURN
1000 POKEQ i 240 : POKEQ+l , 33 : POKEQ+5, 8 : POKEQ+22, 104 : POKEQ+23, 1 : POKEQ+24 . 79 : POKEQ+4 ■
129 -FORJ- 1TO30
1010 NEXT : POKEQ+4, 128 : F0RJ=1T0X : NEXT • RETURN
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Programming
In the third part of
this series, Bryn
Phillips invites you to
irritate the neighbours
by adding sound to
your VIC gam*
THIS IS THE THIRD OF A FIVE
part series of BASIC Games
Programming for the VIC20.
The series is primarily intended
for newcomers to games
programming, but there might
well be a few useful tips lor
seasoned programmers.
So far we've looked at two
of the main elements of Games
Programming on the VIC 20 —
screen layout and movement.
Even without sound you can
write some good games. In fact
some games are better with the
minimum of sound —
especially thinking games — it
can be a distraction. However
for most action games
imaginative use of sound can
make all the difference. As a
VIC owner you have a big
advantage in this area, because
the sound comes through the
T.V. speaker, giving youlots of
volume. You're not limited to
the odd pathetic bleep or click,
either — you have an amazing
variety of sound effecs to draw
on.
Tuning into the VIC
The VIC has five sound
registers, four for tone, and
one for volume. As with most
things on the VIC you have to
POKE values into these
registers, which have the
following memory locations:
Memory
Range
Location
Volume
36878
0-15
Tone (low)
.16874
128-255
Tone (med)
36875
128-255
lone (highi
36676
128-255
Tone (noiie)
36877
128-255
In order to use sound
effectively in Games Program-
ming it must be carefully
planned, and not just slotted in
somewhere at the end of the
program as an afterthought.
There are two ways of using
sound. It can be put in in
discreet packages, or carefully
integrated into the program
structure.
One of the most valuable
uses of sound in a program is to
add interest or excitement
either when there is no action,
for example the introduction.
VIC GAMES
PROGRAMMING
or where there is a distinct
pause in the action. This would
occur when something
spectacular happens, for
example an explosion, a ship
sinking, or a bonus score
message. Here you can usually
put the sound in as a discreet
package in a subroutine. It
makes for neat programming,
and allows you to come up with
some sophisticated effects.
Sometimes you might want to
play a few bars of a tune. This is
easily done by going to a sub-
routine along the lines shown
in fig(i).
10 POKE V.15
20 FORI=1TO10
30 POKES,N(l)
40 FOR J=1 TO 200: NEXT J
50 NEXTI
60 POKEV,0:POKES,0
fig 0)
Where V is the volume register,
S is a sound register, and the
array N(l) contains the notes of
the lune, which you define
earlier "in the program. This
sounds a bit flat though, and
you can make it more interest-
ing by enveloping the sound to
give different effects. The
simplest is the piano effect, and
this is done by decaying the
volume as outlined in fig (ii).
10 FORI=1TO10
20 FORVL=15TO0STEP-1
30 POKES,N(l):POKEV,VL
40 NEXTVL
50 NEXTI
60 POKES.O
f'g ('■)
Hitting the right note
All you need to do now is to
find some notes to give you a
tune. Rather than constantly
refer to the table of note values
in the User's Manual, it's far
easier to use a utility program
to help you compose the tunes.
The utility program, COM-
POSER (Listing 1), allows you to
compose short tunes (20 notes
max), and provides you with
the values to include in the data
statements in your program.
It's very easy to use; you just
use the bottom row of keys on
the keyboard as the white
notes, and the second row of
keys as the black notes. Any
other keys will give you asingle
note pause. You can easily
change the tune using delete,
and play it back at any time
using f7. This program is
deliberately simple. Without
loo much effort you could
convert your VIC into a neat
little sound synthesiser, with
chords, drums, and melody
lines. But that would be getting
away from Games Program-
ming — it would use up
valuable memory, and we need
that for other things.
Effecting sound
Now let's get on to the sound
effects. Probably one of the
first things you did when you
acquired your VIC 20 was to
type in some of the sound
effects at the back of the
manual. Some of them are very
good, and they crop up from
time to time in programs here
and there. It's tempting to
leave it at that — as I said some
of them are very good. Unfor-
tunately they're not original —
they were thought up by
someone else. If you're writing
your own programs you want
your own sound effects which
exactly fit your theme; whether
it's ducks quacking, tyres
screeching, or aliens scream-
ing, it's up to you.
Most simple sound effects
are generated by nested loops.
Fig (tii) shows the two simplest
loops.
10 FOR J ■ 1 TO RP
20FORNT=N1 TO N2 STEP SN
30 FOR V=V1 TO V2STEPSV
40 POKE VL.V
50 POKE 5.NT
60 NEXTV
70 FOR I ■ 1 TO 100'PS:NEXT I
80 NEXT NT
90 NEXT J
100 POKE V.0:POKE 5,0
LOOP 1
10 FOR 1 = 1 TO RP
20 FOR V = VI TO V2 STEP SV
30 FOR NT =N1 TO N2 STEP SN
40 POKE VL.V
50 POKE S.NT
60 NEXT NT
70 FOR I = 1 TO 100-PS:NEXT I
80 NEXT V
90 NEXT J
100 POKEVL,0:POKE S,0
LOOP 2
fig (iii)
In Loop 1 the volume loop is
nested within the tone loop,
and in Loop 2 (he tone loop is
nested within the volume
loop. Loop 1 can be used to
give some pleasant musical
effects, and Loop 2 really
comes into its own for those
wierd alien sound effects we
r
have all learned to love (or
hatef). If you type in the utility
program "MANIAC SYNTHE-
SISER" (Listing 2), you can play
with these loops to your heart's
content, and when you get an
effect you like just copy down
the values for inclusion into the
loops given in fig (iii). I've made
up a table of some values you
might like to try when you start
off, but whether you agree with
my descriptions of these
sounds is another matter!
loops if you want to
experiment further.
Integrating sound
Earlier in this article I men-
tioned Integrated Sound. The
only problem of going to a
subroutine each time you want
to hear something is that it
slows down the action. Even
worse, il can make the whole
thing jerky if the sound only
hold a note. You have to first
write your program, then
sketch out your sound efect
sub-program and merge the
two. The speed of the action
should not change when the
sound effect occurs — you wif"
just get a slight reduction in the
overall speed. The more
complex the effect the greater
the reduction. The answer is
not to go overboard with the
integrated sound effects —
keep them simple. You can
DESCRIPTION
RG
N1
N2
SN
VI
V2
SV
PS
RP
LOOP
Aliens coming
3
150
200
5
5
15
3
0
5
2
Cricket
3
230
232
1
0
15
5
0
10
2
Machinery
4
230
240
1
15
5
-3
0
3
1
Knock on wood
4
200
160
-10
15
5
-5
0
3
2
Knock on metal
2
200
160
-10
15
5
-5
0
3
2
Piano
2
200
130
- 5
15
5
-1
0
1
1
Phaser firing
2
200
130
- 5
15
5
-1
0
1
2
Something (?!)
coming
1
250
130
- 5
15
5
-5
0
10
2
When you type in the program
it's important to make sure you
get the screen formatting right,
But otherwise there should be
no problems. Loops 1 and 2
have been included in this
program as subroutines, and if
you follow the listing through
you will see that it's quite easy
to add your own customised
occurs occasionally. In order to
avoid this you have to integrate
your sound effect into the
structure of the program. This
can take some thinking about,
and will vary from program to
program. The trick is to find
natural delays in your program
structure, and never use
FOR/NEXT loops simply to
save the sound extravaganza
for the triumphs and disasters,
as you savour the moment of
victory, of flounder in defeat.
The difference between
Integrated Sound and the use
of subroutines is shown in
Listing 3 and Listing 4. Back to
the bouncing ball featured in
the last article. In both
programs a ball bounces
around the screen, and bleeps
each time it hits the edge. In
BOUNCE A the program goes
to a subroutine to generate the
sound, and in BOUNCE B the
sound is integrated. It's a very
simple example, but if you
RUN the two programs you
should notice the difference.
So far we've been talking
about aliens, frogs, rockets etc,
and all we've got is the VIC's
standard graphic set. If you've
got a lot of imagination you are
probably quite nappy with that
— but it does take a lot. A
square falling from a rectangle
can be interpreted as a bomb
falling from a plane, but a bit of
realism would bring it all to life.
That's what I'll be covering in
the next article in this series. It's
all about User Defined
Graphics (UDG's) — they make
all tne difference.
Listing 1
E
10
20
36
4©
50
60
70
«0
30
100
110
120
130
140
190
160
170
l'?0
190
2O0
210
220
23©
240
290
260
270
28©
290
300
310
320
330
340
3*50
360
370
380
330
40O
410
REM COMPOSER
REM BRVN PHILLIPS
REM 1984
REM IMIT KEYBOARD
t
D1ML-:13> sDIMH< 18> jDIMH*' 18>
0IMPNK22;- iDIHNT<2?>
V=368 78 :S= 36876
FOPJ= 1 TO 17 iPEftDL' 1 > I NEXT
FORJ«!T017iPE*OH*T> (NEXT
FOR J= 1 TO 1 7 sREADN* * J ■ iHEHT
i
i REM SCREEN DISPLfiV
:
PRINT"a"
GOSUB660
J=0
:
REM COMPOSE
GET**
IF***." "THEN240
[Ffl*a n VTHENRUN
I PflSC " Ht « -2GTHENG0SUB44O : GOT0240
I FAf = " If THEHG0SUB54 0 : G0T0240
J=J*-1 :IFJ:>2OTHErU-2OlGOTO240
NT'. JJ-0iPM»< J J-"PS ■
FOR I = 1 TO 1 7
1FL- 1 '"flSC' fi* >THENMT< Ji*U< I ) jPN** J»«N*CX)
NEXT I
1 FHT ' J>=OTHEN330
FDR VL=15T0OSTEP-l
POKES. HT- J i iPOKEV.VL
NEMTVL
POKE V.OiPOKES.O
PRINT TfiCv 1 IPHUI I ' rTAB<4 >HT< J>
OOTO240
420
430
440
430
460
470
480
430
300
510
520
330
340
350
560
570
580
3'30
6O0
610
620
630
640
650
660
670
680
630
TOO
710
720
738
740
730
760
770
46,
780
131
730
REM DELETE NOTE
i
IFJ=0rHEHPETURII
J.J-1
PR1MT"3" sGOSUB660:IFJ-0THEII RETURN
FORK- 1 TO J
PRINTTAB- 1 )PH«'.K > rTAB« 4 <HT<k >
NEWT
RETURN
REM PLHV TUNE
F0RK-1T0J
1 FNT « K > =OTHEH530
FOR VL-15TO0STEP-1
POKES,NT<K> iPOKEV,VL
HEXTVL
F0RTT=1 TO200 iNEXTTT
NEXT*
POKE V.0IPOKES.O
RETURN
REM SCREEN DISPLflV
PP 1 NT " »I pIhE»»»»»M
AttUW COMPOSER "
E LONER"
PPIHI"imiM»IMr-'- AND "
FF IUT"I»MMMRMJDELETE TO"
PRINT"HM»MMMMCOMr 0SE.
PPIHT"»1MMM1MM»F7 TO PLAY"
IMT II MMIMm FI RE-RUMS'*
RETURN
REM DATA
i
DATA 30 ,83, 83, 68, 67, 86. 71 ,66,72,78,74,77,44,76,
58,47
DATA135,143,147, 131 ,133,163,167,175.173.183,187
, 135,133,201 ,203.207
DATAC ,C# ,D ,D* ,E ,F -F» ,G ,G* -A -AH .B .C
,D ,D# ."E "
Programming
Listing 2
10
20
30
40
30
60
70
80
30
100
110
120
130
132
134
136
140
ise
160
170
172
174
176
130
190
200
210
220
230
240
250
260
270
230
230
300
310
320
330
332
334
336
340
330
360
REM MANIAC SYNTHESISER
REM BRVN PHILLIPS
REM 1984
F0RI-lT09:REftDPS' I » I NEXT
F OR I = 1 TOT i PEAOOP < I > : NEXT
FOR 1 = 1 T09 : READLL < I ' I NEXT
FORI = 1 T09 : REAOUL < I > iNEXT
FOR I « 1 T04 : READS< I > i NEXT
VL=36873
SN«3(SV»3
:
PEM DEFINE STRINGS
FX*-" ^M^IIi^^l^'I^I^-I^L^l'P »LS t 1 FAR OPTION--.
i i i ,, 4(W(i»iaai!M'iLi , i'a*ietti!»»ia ' ■ i cursor keys "
REM SCREEN DISPLAY
P0KE36879.28
PR 1 NT " 3I1*WN I AC SVNTHES I SER "
PRINT sMiaiB REGISTER »?G| 3"
PPINT'-JUUSCS 1ST NOTE 1H1B150"
PRINT"!*t*39 END NOTE UH2«
PRINT"Mia4B STEP NOTE tfSNl
PPIHT"ttBB(5B 1ST VOL HVT
PRINT"UU*S« END VOL |f-/2«
PRINT "|fcia7B STEP VOL IK-Vl
PPINT"lMl^B PAUSE iFSl 0
PRINT"UUS9B HO. REPEAT iFPB 5"
PR I MT " sfcMliU
1-8 CHANGE VALUE "
FS LOOP 1
F7 LOOP 2
00'
13'
3*
PRINT tftL&i
PRINT "|*iai
PRINT'
PRINT'
s
REM SELECT
OPTION
28:J=VAL<A*J IGOSUB6201
GET A*
1FA*-" "G0T0340
IFV AL < A* > >0ANDVAL Cft* > < 1 OTHENCL-
PRINTCHR*<:28>Fl»»CK*iG OTO4O0
370 IFA*="||"THENGOSUB?40:REMF7
330 | F A » a " !■" THENOOSUBegQ sREMF5
390 GOTO340
392 I
394 REM CHANGE VALUE
396 i
400 GET A*
410 CL-28:GOSUB620
42© IFA*="ft"THENCL=144 :00SUB620 :PRINTCHR*<2S.»CC» ;CF* :G0T0348
430 IFA*="||"THENOP< J>-0P<J> + 1 : IFOPC J.OUL' J :-THENOP< J) =UL< J>
440 1FAJ-"U"THEN0P« I>=0P< J>-1 :IFOPi J !> <LL OJt J THENOP <J f *LL < J >
450 0P«»STR»(OP< >
460 LG=LEN<0P»>
470 0P*-MIO*' OPt -2.LG-1 ">
430 IFLG=3THEN0P*"" "+0P»
490 IFL0-2THEN0P*-" "fOP*
■50© PP1NT"3"
510 FORI = 1 TOPS CJ^
520 PRINT
10 REM BOUNCE ft
20 i
30 V-36878tS-3*873
40 P1-8164.P2-39884
50 CM*81 iCL-2
60 x-ieiv*oixi»i0ivi-v
70 DX-1 iOV-1
80 PRINT"3"
90 X»X*OXlV-V*DV
1O0 IFXC10PX>20TMEHDX-DX*-1 jOOSUBIT*
110 IFV<10RV>21TMENDV-0V*-1 IGOSU6I70
12© POKEPl+Xl-22*Yl,32
1» P0KEP1+X-22*Y,CH
140 POKEP2*X-22*V,CL
ISO Xl-XtVl-V
160 COTO90
170 P0KEV.13
180 POKES. 210
19© FO*I-lT030iNEXT
Listing 3
200 PO*:EV,t
210 RETURN
lPOKES.0
530
540
530
560
370
33©
590
600
610
612
614
616
620
63©
640
630
660
670
672
674
676
630
690
700
710
720
730
732
734
736
740
750
760
770
730
79©
800
310
320
330
840
350
332
834
856
860
870
918
920
930
FMO
960
970
972
974
976
980
990
1000
1010
102O
NEXT I
PRINTCHP*-;i44>TAB<16>?0P«
SV-SGN COP < 6 > -OP < S > 1 *0P f TO
SN-SGN< OP < 3 > -OP C2>5 *0P < 4 1
IFSV<0THENK>7iSGt="-" : GOSUB680
IFSV: 0THENK'=7 lSG*a u " :GOSUB680
IF3N';0THENK=4 :SG« - " - " i G0SUB680
IF? N>0THENK=4 lSO»«" " :G03UB680
G0T0400
:
REM PRINT OPT SUB
PRINT'S"
F0PI=1T0PS<J>
PRINT
NEXT I
PRINTCHP*' i.L>"Wia"MI0«'STR*<-I>.2,l •
RETURN
REM PRINT SIGH SUB
PRINT "fl"
FORI=1TOPS<K>
PRINT
NEXT I
PRINTTAB<16>SG*
RETURN
:
REM LOOP 2
F0RN=1T00P<9>
F0PV-0P<5>T00P<6>STEPSV
F0RNT=0P<2>T00P<3>STEPSH
POKEVL.V
P0KES<;0P<1.>>.NT
NEXTNT
FOR I = 1 TOOP < 8 > » 1 OO J NEXT I
NEXTV
POKES<OP<1>>,0
POKEVL.0
NEXTN
RETURN
:
REM LOOP 1
F0RN-1T00P<9>
FORNT-OP< 2 >TOOP < 3> STEPSN
FORV=OP< 5 ) TOOP < 6> STEPSV
POKEVL.V
P0KES<0P<1>>.NT
NEXTV
FORI-1TO10O*OP<8- iNEXTI
NEXTNT
POKES(OP<1>),0
POKEVL,0
NEXTN
RETURN
REM DATA
1
DATA 1,3,4,3,7,8,9.11,12
DAT A3 , 1 50 , 2O0 ,3.5,15.3,0.3
i DATA1, 128, 123, 1.0, 0,1. 0.1
DATA4,233,233,20, 15. 15. 15, 10,25
DATA36874 , 36875 , 36376 , 36877
10
20
PEM BOUNCE B
Listing 4
30 V=36873iS»36375
40 Pl=8.l64iP2=338S4
50 CHnSl :CL«2
60 X=10iV-0!Xl=10:Vl»V
65 P0KES.210
70 DX=1 iDV-1
30 PPINT"3"
90 X=X.OX!Y=V+DV:POKEV,0
1O0 IFX<10PX>20THENDX=DX*-1 :P0KEV.13
110 IFV<10RV>21THENDV=DV*-1 :P0KEV,l3
120 P0KEP1+X1-22*V1,32
130 P0KEP1.X-22*V,CH
140 P0KEP2+X-22*V,CL
150 Xl*X*Vi«V
160 GOTO 90
Mike Roberts and
Simon Rockman
investigate the smaller
of Commodore's new
offspring, the
Commodore 1i
IE
THE COMMODORE 16 IS
Packaged in the same type of
ox that has clothed
Commodore 64s and VICs for
the past few years. The
machine's colour scheme is
rather different to the CBM 64;
it looks like a negative —
gunmetal box and a grey
keyboard.
The ports at the back of the
box show a departure from the
64/VIC stable with the
omission of the R5232C
interface and the parallel user
port.
Most remaining features
have been changed: the
cartridge/expansion port has
been reduced in size to stop
people shoving CBM64
cartridges into a C16.
Commodore say that no RAM
memory expansion will fit into
this slot, only cartridges,
although 'Memory Expansion'
is written above it. Com-
modore's answer is "We
know"; apparently the
moulding was made by a
Chinaman or something. It is
unknown whether the highly
advanced structure of the CBM
64's slot is duplicated with the
facility for second processors
etc.
The two D9 connectors of
the CBM 64 have been
dispensed with and replaced
with mini DIN connectors: this
means you can only use
Commodore's joysticks but
even their new 'hi-tec' style
ones are not the best on the
market. This is foolish since it is
so easy to make an adaptor (or
use with any joystick. No doubt
there will be a roaring trade in
adaptors. There is also one
other problem with joysticks:
on the box they are labelled
PORT 0' and 'PORT V: BASIC
thinks they are 'JOY (1)' and
'JOY (2)' — the mysterious
Chinaman perhaps?
The cassette recorder
socket is also a mini DIN
connector; this is because the
C16 cassette deck is different to
the old tape decks. This doesn 't
really matter with the C16 as a
cassette deck gets supplied
with the computer.
COMMODORE'S
LATEST
NUMBER
Thankfully. Commodore
have left the Serial BUS and the
audio/video connector alone.
Since all Commodore's existing
peripherals which use these
ports will work straight off,
there are already printers and
disc drives available for the
machine: this is a welcome
change from the usual state of
affairs where the user has to
wait up to two years for any
peripherals at alt.
The keyboard is up to
Commodore's usual excellent
standards and probably
represents most of the
component cost of the
machine (it did on the CBM64
and VIC). Changes made from
the VIC/64 keyboard include
four separate cursor keys, an
escape key, and various
modifications to the layout of
the keys to facilitate these
changes. The cursor keys are
now on the top right of the
keyboard. This is confusing toa
user who is experienced with
the Commodore keyboard of
old, but it is extremely logical
and easy to get used to for the
first time user.
Inside the C16
The internal hardware reveals
some surprises. Most of the
inside is driven via one big
chip: called either the 7501 or
the TED chip depending on
your inclination, it combines a
6510 processor at 2MHz with a
sound generator, timers,
input/output, memory
banking, and graphics
generation. In all it has 19
registers to control things fin
order of graphics ability: the
Spectrum has 1, MSX has 6, the
BBC has 17, the Commodore 64
has 47).
Sound ability is as good as
any other computer although it
only has two channels — either
two sound channels or one
sound and one noise (for
special effects). Nearly all the
advanced sound features of the
SID chip have been left out like
ADSR, filtering, and mod-
ulation.
Graphics ability is superb. It
is natural that this and the Plus 4
will be compared with the
Commodore 64 as there are a
lot of similarities in spec; the
graphics are different and
there are currently two schools
of thought as to which is better,
the CBM64 or the C16
No sprites. . .
The big difference lies with
sprites. These wonderful things
that make games programming
easy have been chopped from
the C16. In their place is a
software simulation of them
from BASIC where you can
extract an area of the screen
and store it in a string. This
string can then be recalled and
put back on the screen at any
point. There are also other
options to manipulate these
objects, but they are not true
sprites; a large 120 byte object
takes about a quarter of a
second to write to the screen. I
feel that the world can live
without sprites for at least
another computer generation
(about 18 months); the
Commodore 64 and Atari were
just too far ahead of their time.
. . .But more colour
The trade-off against the sprites
is more colour. The screen of
the C16 can have 128 colours
(121 excluding black) made up
of 16 colours, B luminence
levels, and flashing. Screen size
is 40 x 25 text with four other
graphics modes. The other
graphics modes are 320 x 200
with the previously mentioned
128 colours being used in a
colour map system, and 160 x
200 in a multicolour form. Both
hi-res screens have an option
to leave four text lines at the
bottom of the screen. There are
some other graphics modes
and options but these are only
available by POKEing. UDGs
are obtained by POKEing and
manipulation of registers.
The manual gives no hint of
these although they are very
straightforward to obtain.
When playing with UDGs one
other feature becomes
apparent. A character gen-
erator is 2K long (256 x 8 bytes),
the C16 one is only IK long.
How come? Well, the long and
short of it is that the C16 uses a
hardware reverse field
attribute. The top bit of the
current character displayed
indicates whether it is inverted
or not. The advantage of this
lies in memory consumption.
The disadvantages are that you
can only have 128 UDGs, and
flashing works in a rather
strange way- A reverse field
space is shown as a black
square; when you flash it
instead of getting a flashing
square nothing happens. This is
quite confusing until you
Hardware Review
"nr»i
■ •
realise that a flashing space
doesn't change.
Other modes not docu-
mented include Extended
Background Colour mode,
which gives you different
background colours as well as
foreground colours, and
multicolour characters where
each character can be made up
out of a number of colours.
There may be others but,
without a technical manual, I
cannot ascertain them.
Programming the C16
While investigating the ROM
in the machine i came across a
strange quirk. Before getting
the manual, I was PEEKing the
top end of ROM to discover
the BASIC keywords. Doing
this produced garbage and not
the codes that I was expecting.
However, entering the monitor
and interrogating .memory
revealed them: all trie memory
ging systems of the Plus 4
ave been left in, so when you
try to PEEK the ROM the BASIC
pages it out to allow access to
the RAM beneath. This is
alright in a 64K Plus 4 but in a
16K C16 there is no memory
there — just garbage.
This brings me ontoanother
point. The BASIC (covered in
the latter half of this article) is
ideal for an inexperienced user
or an experienced BASIC user,
but what about us machine
code hacks and people that
wouldn't use BASIC if they
were paid to?
The answer is TEDMON —
a full feature assembler,
disassembler, monitor,
debugger. It is similar to
Extramon 7.5 and is very good
indeed. This makes writing
assembly language very easy as
you already nave most of the
development software built in.
Here is a list of monitor
commands.
A ASSEMBLE
C COMPARE
D DISASSEMBLE
F FILL
GCO
H HUNT
L LOAD
M MEMORY
R REGISTERS
S SAVE
T TRANSFER
Assemble a line of 6502 code
Compare two sections of
memory and report differences
Disassemble a line of 6502 code
Fill memory with the
specified byte
Start execution at the
specified address
Hunt through memory for
all occurrences of certain bytes
Load a file from tape or disk
Display the hexadecimal values
of memory locations
Display the 6502 Registers
Save to tape or disk
Transfer code from one section
of memory to another
II
mt _| _ ■■■■■■
S5T_ ^
f 1
The monitor can also be called
by using the reset button. This
is a great feature and is in a little
recess just by the power supply.
Press it in and the machine goes
back to its power on state —
memory contents are pre-
served but it is awkward to get
at them. The beauty of it all
comes when you keep the
STOP key pressed down at the
same time as you press in the
reset key: the computer jumps
into the monitor, key in 'X' (for
eXit) and you are back in
BASIC, complete with intact
program.
BASIC on the 16
Commodore BASIC has been
around in one form or another
since the early PET in the mid
70s; little has happened to it
since then. In the outside world
fancy, structured BASICS have
been the order of the day. BBC
and QL BASIC are so far
removed from the original
Dartmouth BASIC that they can
hardly be called BASIC at all.
The Commodore 16 is the first
major departure from the
standard Commodore BASIC.
The 64 and VIC use BASIC 2.0,
the business machines use
BASIC 4.0, The Commodore
16's BASIC 3.5 does not really
fall between the two but goes
beyond BASIC 4.0. It
incorporates most of the
features of BASIC 4.0 and adds
any new graphics and sounds
commands, the only com-
and which is missing from
BASIC 3.5 but is present in
BASIC 4.0 is RECORD.
RECORD aids the accessing of
data in a random access File;
this omission is a shame be-
cause random access files open
up (no pun intended) great
scope for business program-
ming. They can still be imple-
mented but sending bytes off
one at a time is a little
laborious.
There are lots of new
commands in BASIC 3.5, some
replace the POKEing required
on the Commodore 64 and
some add extra functions. They
divide up into five main
sections: structure, toolkit, disc
handling, graphics and sound.
Structure
The IF..THEN structure has
finally sprouted an ELSE lag.
Most Commodore program-
mers fail to seethe value of this,
after all you can always put the
next statement on the
following line. Where ELSE
really comes into its own is in
conjunction with a GOSUB.
Consider this routine:
10 IF Z =1 THEN GOSUB 100
ELSE GOSUB 200
20 PRINT "BACK FROM THE
ROUTINE"
Without the ELSE it would have
to look like this
10 IF Z=1 THEN GOSUB 100
15 IF Z<>1 THEN GOSUB 200
20 PRINT "BACK FROM THE
ROUTINE"
Without the test in line 15 the
program would always get to
200. The ELSE function is a very
valuable addition to Com-
modore BASIC.
Brand new structures are
DO. .LOOP WHILE and
DO.. LOOP UNTIL. These allow
a FOR. NEXT type of loop
where the control variable can
be altered in the middle of the
loop. They do of course mean
that any program with the
variable DO in it will not work.
Most Commodore users
will be familiar with the line
10GETA$:IFA$=" "THEN10
Which waits for a key to be
Eressed. Well Commodore
ave decided that this is so
common that they have added
a command GETKEY which
does the same thing.
The INSTRcommand makes
data validation much more
simple, it returns the position
in a string or a substring so
PRINT INSTR ("NNANNN",
"A") will give the answer 3.
Think how useful this is for
adventures, all you need is a
INSTR ("NORTHSOUTHEAST
WEST",D$).
To neaten up output there
is the PRINT USING command,
this allows you to define the
shape of the output and the
decimal point and pound sign
are looked after by the
computer. Adventure writers
will appreciate the RESTORE
< line number > feature and
everyone will appreciate the
TRAP < linenumber > com-
mand which causes the
program to jump to a specified
ine if an error occurs. This can
ead to sloppy programming
but its benefits, in preventing
the user of a BASIC program
getting into the program when
an error occurs, far outweigh
the disadvantages.
m m
♦ 3
MCL P
Toolkit
From the early days of the PET
there have been add-on
toolkits for the PET. The C16
comes with one built in. Most
prominent is the HELP key.
When an error occurs in a
program pressing the HELP key
causes the line to be listed with
the offending statement in a
multi-statement line flashing.
The VIC and 64 have always
required a machine code patch
to allow them to use the
function keys on the left hand
side. The C16 has a KEY
command. Just typing KEY
produces a list of the key
definitions on the screen. KEY
followed by a number and a
string allocates that string to
the key specified by the
number. Even the HELPkey can
be redefined.
An AUTO command
provides automatic line
numbering. It works in an odd
fashion, you have to type
AUTO and then the increment.
Then you start entering the
program with a line number
and then all the subsequent
line numbers are generated for
you. The AUTO command is
not quite fast enough and can't
keep up with a key defined
with a message and a carriage
return. The AUTO mode is
switched off by hitting return
over a blank line.
The RENUMBER command
neatens up programs and
allows forgetful program-mers
to squeeze in that essential bit
of code which was missed out.
Unlike the dreadful renumber
in Simons BASIC thisone works
properly and renumbers
GOTOs and GOSUB's.
The toolkit for the old PETs
had a great TRACE function.
This gave the line that was
being executed and the last few
lines above that in a window.
The C16 just prints out the line
being executed at the current
print position. This means that
the screen gets cluttered with a
load of line numbers and
cannot see what is supposed to
be going on. It is switched on
with TRON and off with
TROFF.
Disc handling
BASIC 4.0 programmers will be
familiar with all these
commands.
BACKUP provides a fast
backup between drives on a
dual drive unit. The only way of
using this is with a 4040/8050
type drive and an interpod
since the 1542 is only a single
drive. There may be a dual
drive in the pipeline; one was
pictured in Commodore's
report to shareholders.
DIRECTORY shows the
contents of a disc without
destroying any BASIC program
in memory. There is no
CATALOG command as used
in BASIC 4.0.
DLOAD and DSAVE load
and save files from and to disc.
HEADER formats a new disc;
there are two ways of doing
this, a full HEADER which
formats the whole disc and a
quick HEADER which just
formats over the directory on a
disc which has already been
used. The former is probably
safer since it ensures the whole
disc is safe to use and there are
no bad sectors. RENAME does
just that; it allows the name of a
file to be changed on the disc,
ideal for archiving a file you arc
working on.
COPY isslowerthan backup
for copying a whole disc and
does not format the disc it is
copying onto but will copy one
or a selection of files.
Overall, the disc handling
commands are a very useful
addition — for disc users — but
how many people will spend
£230 on a disc drive for a £140
computer remains to be seen.
Graphics
By far the greatest improve-
ments in Commodore BASIC
have occurred in the field of
graphic commands. The use of
high resolution graphics really
clobbers the memory, in high
res mode the user is left with 2K
to work with. Clever machine
code could eek this out but
most users will want to use
BASIC.
The non-high res com-
mand is COLOUR. This
replaces all the messy POKEing.
There are three parameters to
this command:
type, colour and brightness.
The type is a number between 0
and 4:
0 — Background
1 — Character (INK)
2 — multi colour 1
3 — multi colour 2
4 — border
To use the high resolution
graphics there is the GRAPHIC
command. This allows for two
modes, a 320 by 200 mode
where the colour resolution is
limited to two colours per 64
pixels and a multi colour mode
which allows four colours per
64 pixels. There is an option to
clear the graphic mode as you
enter it. The graphic screen can
be cleared with the SCNCLR
command. The DRAW
command will either draw
from the last point or from and
to a specified point. The colour
can be given for each line. One
of the major problems with a
graphics screen is the difficulty
of printing text to it. Drawing
out a whole word can be very
laborious. The C16 has two
ways of overcoming this. The
first is a text window at the
bottom of the screen which can
be printed to and which scrolls
in trie normal way. The second
is the CHAR command. This
either writes or erases a given
string at a specified position; it
is slow but allows the string to
be put anywhere on the
graphics screen. The BOX com-
mand is a fast alternative to
using four draw commands. It
is possible to produce a filled or
rotated box. The CIRCLE
command is a little slow but
makes up for that in its
flexibility; it can be used to
draw any polygon or oval.
Colour fill is quite difficult to
write but this is no problem on
the C16 which has a PAINT
instruction. The 121 colours
make the C16 a very pretty
machine.
An attempt to mimic sprites
has been made by the inclusion
of the commands GSHAPE and
5SHAPE. These suck graphics
from the screen into a string
which can then be squirted
back onto a different part of
the screen. There are flags for
different logical operations
which can be used to produce
different effects when re-
printing the software sprite.
Sound
Sound on the C16 is a doddle
when compared to the 64. This
is partly due to the new BASIC
commands and partly due to
the lack of facilities. There are
only two commands, VOL and
SOUND. There are two musical
voices and one noise channel.
The parameters forSOUNDare
the voice number, the note and
the duration. It won't be long
before we start to learn the
standard zapping sounds.
Final points
The manual is excellent and
way past Commodore's usual
standard. It is informative and
instructional for the first time
user. For the experienced
person there are memory maps
and register details.
At only 16K the C16 looks a
bit on the slim side, especially
as the system cust out 4K for the
operating system and screen.
This leaves vou with 12K for
programs. This is not too bad
considering that Commodore
machines are very frugal with
memory consumption.
Finally, another 10K
disappears when using hi-res
graphics, thus leaving only 2K
for the user. Through clever
Erogramming, an extra 2K can
e extracted from the machine
making a grand total of 4K!!!
All we can hope for is that
memory expansion units
become available as soon as
possible, if not from
Commodore then from third
I party manufacturers.
[
COMMODORE
YOUR BEST INDEPENDENT COMMODORE MAGAZINE
Whatever you do, don't let this happen
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ATTENTION! ATTENTION! ALL COMMODORE USERS!
A FREE LIGHTPEN!
Yes a FREE Light Pen! with every GRAPHKIT!
Graphkit is the ultimate in drawing!, designing! or
painting! (using the light pen of course, which
incidentally has a full 3 year warranty!) Graphkit will
amongst other things allow you to:
• Draw free handed on the screen anything from a
Micky Mouse to your latest integrated circuit!
With all the fill colour and erase facilities of course!
• Save/load your latest master piece to/from the
disk/tape drive
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printer! And keep it for ever or send to a friend as a
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in your own games/education/programs
GRAPHKIT is available on' disk and tape. Tape
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£19.95.
All you 1 540/1 541 disk users DMON 1 Is here at last. Dmon is the disk monitor you have been waiting for it wi
allow you to:
• read/write blocks from/to the disk
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DMON comes on DISK at only C9 .95.
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for your programs to be Loaded/Saved from/on the
tape? Then you need a TORNADO!! Tornado allows
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programs faster thart a CBM 1541 disk drive doesl
Due to popular demand! Tornado now comes with
new and more powerful commands plus extra
instructions to assist you in making fast versions of
your existing machine code/Basic programs.
Tornado is available on tape for CBM 64 and 8K +
Vic 20.
BREAKER 20/64
Do your Run/Stop and Restore keys often tail? Do
you want to come out of those crashes?! Or get into
those unbreakable programs?! Then what are you
waiting for, get yourself a BREAKER!! Reset switch
and let your computer know who is the boss!!
Breaker can be connected to your machine in
seconds, no soldering. Included with the Breaker is a
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I BSF CSL, 82 FURNACE DRIVE, CRAWLEY, W SUSSEX
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Getting into a loop
over BASIC? Then
follow A P and D J
Stephenson's advice
on conditional
processes and loops in
the third part of this
series.
THE POPULAR PRESS IS
fond of implying thai com-
puters, in some way or another,
have electronic brains' and
that they work things out for us.
This is typical media rubbish.
Computers don't know how to
work anything out. They do
exactly what they are tola and
nothing else. If a human
doesn't know how to solve a
Kroblem then no computer,
owever much it weigns or
costs, can solve it. Naturally,
every problem could, in
theory, eventually be solved by
some form of trial and error
process but this is not really
solving the problem — it is just
laboriously eliminating the
methods which won't solve it)
Fortunately, the computer
works so much faster than
humans that even trial and
error methods are often
practical, even if it involves
working through millions of
incorrect answers before they
hit, by chance, on the right
one. Perhaps it is this which is
partly responsible for the myth
that computers have 'intelli-
gence'. Nevertheless, there is
one statement in the BASIC
vocabulary which, superfi-
cially, appears to imbue the
computer with some intelli-
gence. This is the IF/THEN
statement because it appears
that the computer is capable of
making a decision. (In reality,
the computer doesn't make the
decision at all but it seems as if
it does). The format of the IF
statement is as follows, IF
condition THEN action.
Example:
IF A = 20 THEN 110
The condition is 'if A = 20'
The action implies 'GOTO
line 110 for the next
instruction' Whether the
action is carried out or not
depends entirely on the truth
or falsity of the condition. If it is
true, the action after the THEN
part is obeyed. If false, the
action is ignored and the
program continues with the
THE BASIC
FACTS PT. 3
next line number following the
IF statement. In the example
above, if A was indeed 20, the
computer would go to line 110,
but if it was not 20, the program
would simply carry on to the
next line instead of jumping to
110. It is important to point out
that the particular action to be
executed if the condition is
true is not necessarily a simple
jump to a line number. Here
are some examples of
legitimate IF statements:
IF A > =25 THEN X = X+1
IF the condition is true, the
action is a simple increment
action on X.
IF BF > K-(B+3) THEN BF =
K*(BF+3)
IF A ■ 30 GOTO 236
(Notice here that the word
THEN can be missed but and
replaced by GOTO if the action
is a jump to line number)
IF DS = K THEN Z = Z+3:PRINT
DS
Notice here that the action can
be extended to more than one
statement providing the usual
colon delimiter is used to
separate them. The rule is that
all statements which follow the
THEN part and which belong to
the same line number are
executed if the condition is
true. If the condition is false,
none of them are executed and
the program continues at the
next line number.
It is clear from all this that
although the IF statement
appears to make a decision, it is
not a decision in the
intellectual sense. A true
decision is based on a
judgement formed after
considering the relative merits
of alternative solutions to a
problem. The computer is not
making a decision at all. It has
no option but to act on the
value of a variable so it is still a
moron, behaving according to
directions given by human
intelligence.
We are promised that the
next breed of computers now
on the drawing board, will
usher in the so-called fifth
generation revolution. These
are said to have artificial
intelligence built into them. It
remains to be seen whether
this is true intelligence or
merely an increase in memory
processing ability. In the
meantime it is comforting to
rely on the following
definition: 'Intelligence is that
which a computer does not
have'.
It will at least preserve
man's dignity for a bit longer.
Repetition
A computer is ideally suited to
carry out repetitive tasks. That
is to say, an identical process is
carried out on a variable, for a
certain number of times.
Although the process is
identical, it is clear that
something must change during
each repetition or nothing
much would be achieved. The
following terms, relating to
repetitive tasks, are well
standardised.
(a) Loop: the general name for
value, 26 is the finishing value
(b) Cycle: one complete
process.
(c) The loop Variable: the
particular variable which is
changed during each cycle.
(d) The increment : the amount
by which the loop is variable is
changed each time. It can be
either positive or negative. For
example, the increment could
be +3, meaning the variable is
ncreased by 3 or -3, meaning
the variable is decreased by 3,
within each cycle.
(e) The starring value: this is the
value given to the variable on
entering the loop.
(() The finishing value: the final
value required of the loop
variable. When the loop
variable has reached this value,
the repetitive process is
complete and the program is
arranged to come out of the
loop.
As an example, to illustrate
the meaning of these terms,
suppose we want the variable A
to grow, one at a time, from 5 to
26 within a loop, then A is the
loop variable, 5 is the starting
value,. 26 is the finishing value
and the increment is +1. As a
further example, suppose B 1 is
to diminish from 300 to 200 by
increments of 5. The loop
variable is B1, the starting value
is 300, the finishing value is 200
and the increment is -5.
Components of a loop
Bearing in mind the points
raised above, a loop will consist
of the following components:
(a) Initialisation: Preparing the
loop for entering the loop. This
will often be no more than a
simple assignment for setting
the starting value of the loop
variable.
Programming
(b) The process: This could be
very simple, such as simply
priming out the value of
the variable each time round
the loop or it could be a highly
complex mathematical
operation. It could even be a
rearrangement of letters within
a word. In fact the process
could be almost anything,
limited only by the imagination
of the programmer. In some
cases, loops are used merely to
cause a delay somewhere
within a program. For example,
to display a screen message for
just sufficient time for the
operator to read it and decide
the appropriate action. In such
cases, the actual process is
auite unimportant providing
the execution time is judged to
be equal to the required delay.
It should be mentioned
however that using a loop for
inserting a delay is not to be
recommended. It is crude and,
unless you know the execution
time of the statements which
form the process, is little more
than a trial and error exercise.
(c) The incrementation: The
loop variable must be altered
in some way ready for the
next cycle. There is no hard
and fast rule as to the position
of the incrementing proce-
dure. Sometimes it may be
advantageous to increment
before and sometimes after the
start of each process.
(d) The end-of-loop-tesi: This
is simply a check on the value
of the loop variable. It is
made each time round the loop
to see. if it has reached its
finishing value. If it hasn't, the
process is repeated. If it has, the
loop must be exited.
The following simple
programming examples will
help you to become familiar
witn tne terms.
Program 3.1
100 A=1
110 PRINT A
120 A=A+1
130 IF A > 20 GOTO 110
140 END
No apologies are made for the
childish simplicity of the
program. It is quite good
enough to illustrate most of the
points already made. The loop
extends over the lines 110 to
130. Line 100 initialises the loop
variable by a simple assignment
statement. The process is
simply to print out the value of
A each time round. Line 120
deals with the incrementation
of the loop variable, the
increment being + 1 each time.
Line 130 handles the end-of-
loop test by diverting the
program back to the start of the
loop each time providing the
value of the loop variable still
remains under 20. When it has
reached 20, the loop exits and
the program stops. In short, the
program prints out the
numbers 1,2,3, . . .19. To
show that the same objective
can be achieved differently,
study the next program.
Program 3.2
100 A=-1
110 A=A+1
120 PRINT A
130 IF A 20 GOTO 110
140 END
This time, the incrementation
has been carried out before the
process but, to satisfy the same
objective, the loop variable is
initialised to -1. It may be
asked, 'Which is the best way?'
There is no straightforward
answer to this since situations
can arise where the second
version is more convenient.
However, the first version is
easier to follow. It is more
'logical'. Indeed, we can lay
down the general rule that if
there is more than one way of
achieving the same result,
always choose the one which is
easier to follow, even if it
happens to be a little less
efficient and takes a longer
time to execute. Saving a few
microseconds here and there
can sometimes be important
but not very often. Tne vast
majority of programs execute
almost instantaneously anyway
(at least as far as humans are
concerned). Although a lot has
been written about saving
computer time, in the vast
majority of programming
applications, the advantages
are often academic rather than
practical. Avoid using 'clever'
tricks just to show you are
clever. You may earn the
temporary admiration of a few
neophytes but not for long.
The watchword of good
structure is clarity.
Bugs in loops
When programming a loop,
there are two areas in which
bugs delight to lurk,
(a) Incorrect number of loops:
It is very easy to be 'one out in
the loop count. For instance, i
both Programs 3.1 and 3.2, it i
quite possible that the origina
intention was to print out th
value of A from 1 to 20 instea
of to 19. The error, responsible
for an incorrect loop count,
can lie in either the
initialisation or the end-of-
loop test.
n
(b) The endless loop: It is easy,
in fact ridiculously easy, to fall
into the endless loop trap.
Instead of revolving round a
certain number of times, the
loop goes on for ever. In other
words, the program is locked
within the loop and can never
escape to the rest of the
program. The most common
cause of the bug is a jump to an
incorrect line. For example, in
Programs 3.1 and 3.2, if the IF
statement returned control to
line 100 instead of 110, it should
be easy to see that an endless
loop situation would exist
because the effective
increment is cancelled by re-
initialisation each time. It
would also happen if the end-
of-loop test was searching for a
number which could never be
reached. For example, if we
had written
100 IF A -20 GOTO 100
it is evident that this value of A
would never be reached so an
endless loop would be created.
If the increment is positive and
the starting value is greater
than the finishing value, you
have an endless loop. An
endless loop will also arise if
the increment is negative and
the starting value is less than
the finishing value. Unfortu-
nately, the cure of loop bugs
is not always so easy to spot. If
the loop is at all complex, it may
require a good deal of
detective work and the
occasional bout of cursing
before the cure is found. Very
often, curing one fault initiates
another, particularly it you
have been careless with regard
to structure.
The FOR/NEXT loop
method
Although the previous method
of organising a loop is quite
satisfactory, the designers of
BASIC were kind enough to
provide us with a pair of
statements which were
intended to make life a lot
easier. The FOR statement is
used at the start of the loop and
the NEXT statement marks the
end of the loop. The process is
in the middle. Although the
Commodore User Manual
describes the use of the
FOR/NEXT loop structure, we
will start from scratch in order
to amplify some of the points
made. The format of the FOR
statement is as follows,
FOR variable ■ starting v a/ue
TO finishing value STEP
increment
For example,
FOR A = 1 TO 20 STEP 1
This will head a loop in which A
will start at 1 and carry on until
it reaches a value of 20,
incrementing by 1 each time
round the loop. The bottom of
the loop is defined by the
simple statement,
NEXT A
Note that the FOR statement
does quite a lot. It combines
the role of initialisation,
incrementation and, surpris-
ingly, end-of-loop test all in
one go. To illustrate the
elegance of the FOR loop and
to see how it compares with
previous work, study the
following:
Program 3.3
100 FOR A = 1 TO 19 STEP 1
110 PRINT A
120 NEXT A
This will produce identical
results to the previous two
programs — it prints out the
value of A from 1 to 19
inclusive. It does not require
the addition of the IF statement
to terminate the loop. Also, it is
inclined to be less error prone
because it reduces the chance
of being one out in the loop
count.
It is important to be aware
of the following features:
1. Whatever the parameters
in the FOR statement, the loop
will always process through
once.
2. The value of the loop
variable after exiting the loop
will always be one increment
more than the finishing value.
For example, in Program 3.3,
although only the numbers 1 to
19 are printed out, the value of
A after exit will be 20.
3. If the increment is to be +1,
it is not necessary to include
STEP 1. Thus, the FOR
statement in Program 3.3 could
have been written in the more
concise form,
100 FOR A = 1 TO 19
4. The loop variable must be
floating point. We can't write
FOR A% etc.
5. The starting, finishing and
increment values can be
variable names or any
legitimate expression. For
example, the following FOR
statements are all legal:
FOR A = B TO C STEP D
FOR B1 = B+C-3 TO 5*D
STEP E/3
FOR C = B-SIN(K) TO
26*TAN(T) STEP 1/COS (K)
FOR D = 26 TO 5 STEP -0.1
FOR K = 26 TO 5 STEP 1
The last example is, of course,
absurd but has been included
to press home that even here,
the loop will execute at least
once.
6. NEXT A can be abbreviated
to NEXT because there is no
need to specify the variable
although some think it is tidier.
Loop objectives
To consolidate some of the
previous material, here are
some loop problems and
possible solutions:
1. A loop which prints out a
table of the square roots of the
odd integers from 1 to 17.
Program 3.4
100 PRINT CHR$(147):
REM CLEAR SCREEN
110 FOR I = 1 TO 17 STEP 2
120 PRINT SQR(I)
130 NEXT
140 END
Line 100 clears the screen. It is a
cleaner method than the
ponderous PRINT "CLR/
HOME)"
2. A loop which prints out all
integers between 5 and 24
except 17
Program 3.5
100 PRINT CHR$(147|
110 FOR I = 5 to 24
120 IF I > 17 PRINT I
130 NEXT
3. A loop which prints out
the sum or all integers from 1 to
10000
100 PRINT CHR$(147|
110 S = 0:REM S IS TO
HOLD THE SUM
120 FOR I = 1 TO 1000
130 S = S+l
140 NEXT
150 PRINT S
160 END
Two points here. The program
takes a little while so just wait
patiently. We are aware of the
simple formula for summing
integers but this section is
about loops.
Nesting loops
It is possible to have a loop
inside a loop and indeed, one
inside that, and so on. Such
combinations are called loop
nests. There is a limit to the
number of nests but it is too
large to worry about in
practical programming at our
level. Here is an example of a
simple nested loop.
Program 3.6
100 PRINT CHR$(147)
110 FOR A = 1 TO 10
120FORB = 2TO 10
130 PRINT A*B
140 NEXT
150 PRINT
160 NEXT
160 END
The inner loop is between lines
120 to 140 inclusive. The inner
loop first revolves with the
value of A fixed at 1 whilst the
value of B goes from 2 to 10.
The value of A then remains
fixed at 2 while the value of B
again goes from 2 to 10. This
process continues until the
value of the outer loopvariable
has reached 10. Since the
process within the inner loop is
simple multiplication of A
times B, we are in effect
printing out a set of
multiplication tables. The
PRINT line provides demarca-
tion between the outer loop
limits.
Finally, we should explain
that no attempt has been made
in any of our programming
examples to portray a nice
screen appearance or to use
literal messages. These will
come later. Such niceties tend,
in the early stages anyway, to
obscure essential points. Loops
are so important that nothing
must stand in the way whilst
they are explained. Soon, we
hope, they will become second
nature to you.
SUMMER MADNESS
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Large showrooms now open at 12 High Street, PETERSFIELD, Hants. GU32 3JG Telex 86626 MYNEWS G
Les Allan's fast load
utility should stop you
nodding-off whil
waiting lor your
favourite progr;
TURBO 64
This utility, when completed,
exists as a machine code file
booted from basic to $C999 and
remains in residence to
perform the following:
M/C routine to save the
finished product by pressing
RECORD and PLAY on the
tape.
When the finished program
SYS 49152
SYS 50000
SYS 50700
text mode to prompt available
functions
activate Turbo 64
save relevant section of
memory to tape
Turbo 64 commands are as
follows:
*- L this wilt load, at turbo baud rate, the 1st file
from tape
*- L" this will load a namefile from tape
L" ",1,1 this will load, to the area of memory saved,
a M/C file
S this will save, at turbo baud rate, a program
without a name
5" " this will save a program with a name
S" ",1,1 this will save a M/C file to tape from the area
resident in memory
this will verify the 1st file on tape
tf
Program details
The program as listed must be
typed in exactly as written and
saved prior to running. Error
trap routines are included to
ensure that the data is within
the required limits and of (he
correct value and quantity. The
program when run stores the
relevant data at a temporary
is loaded and run the M/C
routine transfers the data to
$C000 and will remain available
for use by the programmer to
load, save and verify at Turbo
baud rate — 10 times normal
speed.
Turbo save routine
A save routine exists within the
utility to enable the turbo
1.
Load"T64".1.1
load turbo to memory
2.
SYS 64738
COLD start
3.
SYS 50000
activate turbo
4.
^ "
load program
5.
RUN
figure 1
and $C608.
This can then be used to
load turbo saved programs as
in figure 1.
M/C files can be loaded by
using a BASIC header as follows
10 lr A=0 THEN A=1:LOAD"T
64M.1
20 IF A=1 THEN A=2:SYS 50000
30 IF A=2 THEN A=3:— L"",1.1
The routine accessed by SYS
50700 should then be
appended to the BASIC boot
followed by the turbo saved
program.
■
address at $8000 and when
actioned transfers the data to
the start of BASIC as a M/C file
for the finished product. At this
point the program when listed
has overwritten the 'BASIC
boot' and exists as a single line
number 10 SYS 2064. The
prompt on the screen is the
routine to be used as a header
for turbo saved programs. This
is accessed by the command
SYS 50700 and, when the
prompt appears on the screen,
the routine is saved by pressing
RECORD and PLAY on the
tape. The turbo routine is then
saved to tape between $C350
N.B.
Whereas the Commodore
Logo key is used to commence
the load routine for normal
useage the turbo routine
requires the use of the SPACE
BAR to start the load sequence.
This utility can and has been
used to successfully transfer
many commercial programs
but information on such
matters is strictly confidential
and outside the scope of this
article. Suffice it to say that
material that would normally
take 15 min to load will take a
mere 1.5min with this utility.
Program Listing
10
15
28
30
^5
4*
48
50
55
60
65
?&
75
88
35
90
35
100
195
■ io
115
120
125
130
135
140
145
150
155
160
165
179
175
180
185
190
195
260
285
210
215
220
khM UrNHHt TU*B0 TAPE UTILITY FOP COMMODORE 64 »»««»
PW.E53230.8 : P0KE532S1 > 0
PP1NTCHR*U47>CHR*<5>SPCU2>"^ TURBO 64 SO"
F'PINT PRINT
PRINT"THIS BASIC PART OF THE PROGRAM STORES"
PRIHI-IHE TURBO ROUTINE AT A TEMPORARY ADDRESS"
PRINI-Of- 32768 1*3000 J IN ORDER TO ENABLE THE"
PRINT"F1NISHED PROGRAM TO BE TRANSFERRED TO"
PRINT" THE START OF BASIC AND SAVED AS MACHINE"
PRINT"C0DE NITHOUT THE NEED TO USE A MONITOR"
PRINT
PRINrSPC<3>CHR*(l29)"!'! WARN I NO Ml !M WARNING
PRINT PRINTCHP*<28>
PRINT-THIS PROGRAM MUST BE SAVED AS THE M/C"
PR INT "ROUTINE USED HILL OVERWRITE THIS PROGRAM"
f 1:
REM MNtttttt«K»*ff*»»««*tt HEX LOADER WHMMMMM HWWWHWH I
INC"0 SUM=0
PFADl'Hi I F Dh*= " END" THEN 1 70
IFLEN(DA*,'O2HNDDAJO"END"THEN210
H=ASC<LEFT*(DA*. l>> H1 = <H-48>#16 IFH>57THENHl=<H-55;
H=ASC<PIGHT*<DA*, 1 t > H2=<H-48» • IFH>37THENH2«<H-55>
BCD=H1+H2 IFBCD<0OPBCD>255THEN21O
P0KE32768*INC.BCD INC-INC+1 SUM=SUM+BCD
PRINT PRINTCHR*<5>SPC<.5»"DHTUM LEFT FOP TRANSFER :".
PR I NT 1 920- 1 NCCHR* '1 57 > CHR* ( 32 ) CHR* < 145) CHR* ( 1 45 >
GOTO110
REM tt*(t#»t#*t**tH* SAVE ROUTINE #*»**»
IF INCOl 920OPSUMO 1 874 76T HEN2 1 0
PRINTCHR*<147>"DATA TRANSFER COMPLETE"
PRINT : PRINT PRINT "HAVE VOU SAVED THIS PROGRAM 77"
0ETKEV* : IFKEV*0"V"ANDKEV*0"N"THEN185
IFKEY*="V"THENSVS34560 END
PRlNTCHR*tl7>CHR*<17>"SAVE"CHR*i34J"TURB0 BOOT" CHR* '.34J
PRINTCHR** 145>CHR*<145»CHR*a45;CHR*a45;
END
PRINTCHR*' 147) "ERROR IN DATA STATEMENT H'"-ST0P
REM ##*(*»» Mttttfttt HE;; DATA FOR M/C ROUTINE
64 Utility
225
238 DATA
255 DATA
240 DATA
245 DATA
250 DATA
?SS DAT ft
260 DATA
265 DATA
270 DATA
275 DATA
286 DATA
285 DATA
290 DATA
295 DATA
300 DATA
305 DATA
310 DATA
315 DATA
320 DATA
325 DATA
330 DATA
335 DATA
34D DATA
345 DATA
350 DATA
355 DATA
360 DATA
365 DATA
370 DATA
375 DATA
380
385
DATA
DATA
390 DATA
395 DATA
400 DATA
405 DATA
410 DATA
415 DATA
420 DATA
425 DATA
430 DATA
435 DATA
440 DATA
445 DATA
450 DATA
455 DATA
460 DATA
465 DATA
470 DATA
475 DATA
480 DATA
485 DATA
490 DATA
495 DATA
50O DATA
505 DATA
510 DATA
515 DATA
520 DATA
525 DATA
530 DATA
535 DATA
540 DATA
DATA
54!
550 DATA
555 DATA
560 DATA
565 DATA
570 DATA
575 DATA
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660
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700
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DATA
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END
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00,00
TURBO TAPE UTILITY FOP THE COMMODORE 64
UTILITY COMMANDS APE AS FOLLOWS
#
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BB»BBBB«aBB««RBB«BB«BflBRflBWB8flfl»BBBflBflBB8KBBBtl*BS#8
SVS49152
SVS5000O
SVS50700
H_ " NAME "
^."NAME"
*V-NflME"
BOOT TEXT MODE
ACTIVATE TURBO
SAVE TURBO
LOAD NAME
SAVE NAME
VERIFY NAME
#
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LES ALLAN ft
25TH JUNE 34 ft
PYRAMID
THE AIM OF THIS CAME IS TO
hop around a pyramid whilst
dodging the balls which rain
down from above. Beware,
especially, the blue ball which
will hatcn into a snake after it
reaches the bottom of the
pyramid. The snake will chase
you and can only be killed if
you lure it onto one of the
teleport discs situated at the
side of the pyramid. Once you
have landed on all of the
squares on the first screen, you
progress onto a new more
challenging level.
You commence with three
lives and gain an extra life for
completing screen one and
then one for alternate levels
after that. To complete each
screen all the squares must be
turned to the colour cyan; this
is achieved by landing on the
squares a certain number of
items, depending on the level
you are on.
Level Method
1 land once on each
square
2 land on squares twice
3 land once but square
changes back if landed
on again
4 land twice — changes
back to halfway stage if
landed on again
5 land twice but third
landing completely
undoes square
Having completed level 5, you
begin again at level one — but
there are more balls to dodge
this time round.
The game includes three-
dimensional graphics and a
short machine code program
to move the sprites more
quickly. Instructions are
included in the program and
control is either with a joystick
or from the keyboard.
G4 Game
Program Listing
J FOPX-1T04 POKE49494»X0 NEXT
2 P0KE5328e.5 P0KE3328I,I1
3 PRINT-fc-
5 PI1ft»<34>.P<20>. '»<18>
9 PC*E33269 0
9 OOSU93000
10 M<1#J-- <\
20 A«<11>-'
30 A*<I2>-*
*0 Alii3>-*
45 Af<14>-'
50 Al<13»-*
55 A»<16>"-
60 Af<l7>»"
65 A«<10>-"
re «i(i9>--
72 A»<20>."
74 Af<21>""
76 A*<22««"
78 flt<23>- _
80 AJ(24>--
92 A*<25»--
34 A«26'-"
96 A*<2?'-"
D-I«-I R-R-l rt»7 P0*E2047.14 00T0253
D-P'l H-7 P0KE2047, 14 GOT0233
D»D-| rt«7 P0KE2047.13 GOT0255
D-D*l R-R.| M-7 P0KE2O47-13 G0T0255
K /I
I V I
/ \
N /\ /I
I VlVI
Al/NlA
✓ *✓ V \
K A A <l
ivlvlvi
A I A I A I A
V \S V \
K /\ /\ yl
i vlvlvlvl
A IAI Al Al A
' V N
98 A»<28>--_ N ,A /N /-^ /\ -1
30 At<29>-" I VlVlVlVlv I
32 A»<»>«" A I A I A I A I A I A
93 AK31>"" ^ V V V V V \
34 Af 32'"" K /\ <\ /-\ ^\ /\ /I
35 A*<33>"" I V I V I V I V I V I V I
36 At<34>"" \ I A I A | A | A I A I -
100 FORMS- IT 04 COSUB300O0 t4EXI
102 F0RX-1T06 FOliXtllf H P0» E53287»X-4 NEXT
103 OOSUST.W0C
103 Jf<fl>"-C" JK8)»"C* »(!>■■£■ /»<2'"'E-
110 J»(3>-*Q" J»<9>-"Q" Ji<4>-*Z" J8<6>»"2"
115 OX-156 OY»53 SH"7 SN-12»INKRN*i<0>48>
117 print-ojtress any «ev to begin-
118 OETW IFM---TMEM18
120 DR-3 DL-4 BH-3.9 NL-3 0050*2000
150 WC-54272 P0KEVC*24. 13
280 Fi>E33248'SM*2.0X POKE53249»SN*2,0V REM POSITION SPRITE SM
205 IFrfTHENFS'l M-N-I G0T0233
207 I FFS" 1 THENOOSUB700
210 GETAf IFA*O-"THEN220
212 «-J«<.PEEK<36320>AHDI5>-5>
214 !FA*'--THEN255
220 IFfl*«-0"THENP0»E4?42224 PRINT"
230 IFA»--2' THEMPC*E4?422.6 PRINT"
240 IFfl(.-E*THENP0KE4?422. 17 PRINT
230 lFfl!""C"THENP0KE43422 ■ 1 PRINT"
235 BC-BC'l
«P 0»KG0SU»33e. 338,330. 370.400.410. 430. 390. 450
270 A-PEE*'53278>
308 SVS12*4836»16 REM MOVE SPRITES
?10 IFPEE*<3327S>AND128THEt<<iSiJFI00O REN CHECK POP COLLISIONS
328 G0T02O5
330 IFBM>-1THEN: ' -8N-1
332 IPBHD<l)<BMtHEHSJ-SI-"0" MX-0 RETURN
334 IPSUi"'"THEH»1-8N.| G0TO332
336 SlMLEFTKSLf -1) SLf*NIDt< SL*.2 > S«"St*SI« V7-VRL<S1»> R7-INI'RND< 1 >».3>
337 NX-1 RETURN
338 IFMX-OTMEHRETURN
33? P0«E53248'V742.140«32»*7 P0KE53249*V 7*2. 83
340 P0RE33269.'PEEK( 33269 >0R2tV7
342 RETURN
338 F0RX-lT0LEN<Sf>SP-VAL<f1IDf<S»,X.I>>
333 IFSPrHE-*-0"E4*4&8-SP42. 1'7*IN1<PHl><e>«2>
355 NEXT
360 RETURN
370 lFV*l<S«»80fiS«<3THENPOKEVC*4, 16 POKEVC. 48 POKEVCM. 1 1 POKEVC-5.8
371 POKE53271.0 IFSM<-2TMENP0tE53249.PEE*<33249>*2l
372 SW-SM-I IFSM-- 3THEMPOKE2040. 1 92 P0HT53287.3
373 IFSM04THENRETURN
374 POKE2O40,15 P0KE53287.6
376 SP"INTIRND< 1 )*2> SD"I
378 POKE33248.140.32WSR P0KE53249.85 P0KE33269.P££K<33269>01!1 SR«$R*2*4 RETURN
390 JFSH<-2THENF->E33271.1 P0kE33249.P£EK<53249>-2l
400 RETURN
410 Sll-LEFTI'.S*,I> Sf-MIDf<S».2> VH-VAL<SlI>
413 IRVflT»4£NP0*E5?269.PEE»'33269>flNP(253-2tVfl^Sl.S-SL»*SI»
*19 RETURN
430 IFSf04IHENRE tUPH
432 IFSH>0THENRAMNT<RND<1>*2> SR-SR*1-Rfi*2 SD-SD-I POKE49400. I*RB»7 RETURN
434 IF$H>-3THENRETURH
436 PV-l IFSD>D0PSD>4THENPV-PV*I6 SD-SD-2
438 SD«SD-1 IFSR.'4.2«R-PTHENPV-PV»7 SP-SR-2
440 SR-SP-1
442 P0»E4946&PV RETURN
•>"* BC-0 FO>EVC'4,17 RETURN
580 PRINT-*! ■
5*5 F0PXMT06 SVSI2*40?6«I6 NEXT
510 FGROD-1T03
515 ft>K*l
338 0NKGOSUB59B. 338. 350. 370. 400. 410. 430. 390. 570. 380. 380. 388- 388. 450
540 SVS1 2*4096* 16
543 IFK."0TMEN313
5!*--4&.t SC-Q_Eflex«oroi3 PO»E49407.x.O NEXT Ma'WN 1
333 POKE33269.F£D.I53269>AHD129
360 P0K633262. 136 P0KE53263. 53 0-0 C-0 PP I NT - Ij0— MM»WI WW
563 FM"I«-[HT<PN)»3 OOTO700
370 *>SP*10'SD
372 IPNV«I03ORNV'— 6THENFOKE33269. 128 SP-99 ?«»1NT'PN0< 1 >»12*l2> J"J»I
360 FC«X-1T020 NEXT OETM RETURN
330 PH't"-l 00 TO? 32
€99 K* CMflNOE S0U8PES
^00 Ff^ IFR>0ANI* >I>T|4;N7O8
702 IF>DL«NI*':.DTHENIl»39 00'030t>
7t4 iFD-wftNOR.^ei-e'iPR-?? coTOsee
"06 OOTOIOOO
708 PN-WD-i .. .-.F
789 IFD>3ORP;0TMENI000
710 OMLGOTO730. 880. 550. 900.950
"68 p^ P ' T 1n ■ 1ThEI * £TUP,,
-. P<PN>-1 RE I UM
PN'O
P(Fto»i Mp-ND-l RETURN
?;0 fi ETUPfH
938 IPP'PN)=1TMENS70
960 PRiNT-^ntir «tin smiwmr p(PN>-i
963 ND-NIt-1 IFNP-2JOOTO2800
969 RETURN
878 PRINT" *Htl Ml IUW * TTMC p(PH'^
975 NDWD-I RETURN
900 CNP'PN>G0T09ie.928
983 pt:n" i i— ■ n 1 1 * ■ ii— i > i wm
918 PRINT"^**«B^ TMII nmco^TW. F
915 N0"ND*1 IFW-21TNEM20O0
917 RETURN
920 'RINT-J Mlil iJ'JIIIg'iTinMll^irro
338 ONPtPN>OOTO96O 970.
953 print ' ^nivi^^am^rnnMB* : r tat . p«pn>-i return
:ri-mr Blll«*l* TTW. P<PN>-2
965 1P"ND*1 IFND-21TMEN2000
967 RETURN
978 PRINT- Hill >illl lim r TTIII P<PN)«« NINMD-I RETUP"
1800 FOKE2047.I P0KE53294.2 POPX-I'TSOO NEXT
1003 'C-NL-1 P0RX-8T013 P0KE49407.X.8 NEXT P0KE332e l 128
1018 IFNL<1TICN1040
1013 PRINT-*11^F»
1020 BC-0 . : «-"8080- SLI--123456- Df** Of Tftf GET ft*
102T P0KE2847.I3 PCM-E33294 3
1030 P0KE33262. 156 P0» =33263- 53 I"0 R=« " I'" M»MMIIMMW«r
1833 SN"l2-INT-fiNr I '«8' P«»B»1-INT(W>*3 M-0 RS-8 RETURN
1840 PPINT'^IOU «FE XfDI"
1043 POKE33269.0
IfBe L-L»3»H PRINT "»"T"J REACHED LEVEl'L
1035 SC«304iND«L*ie.5»(L»»'L-l>»6W)
?60 PRINT-VOUR SCORE UWS'iC
■MS -*!-0 F0RX«1T04 HS«HS-P5n '49494.X)H8T'8-X*2> "5 "
1070 :CXC-MSTHENPPIHT"THE MI0-( iCORE 1S"MS GOT On 00
1080 P»:'<"-CONC*ftIUlft'IONS VOU HWT uaWPED PLL THE0THEP- : a MP BECOME THE
1090 F*IM> VPREME NOSER I"
!092 FOPX-ITOJ
1093 v-nmAJS'SctOKe-xiz**^-*" PO*E«&*H»>: v sc-sc-v«io»<e-y»: next
1100 F*INT"«PRESS 'SfiCE FOR flNOTHER OtME. '
1110 CETflt IFRIC?" "T^ENIIIO
111! RUH2
l-L'1 1FL>3THENL-I l**u- ! BN-5.8-<U-l
2eit =OP>:-ero28 p<x>-e next
2020 "INT'l- FORX-18T033 P*H.' •MTMO') >IEXT PRINT"»»»»I"«»' M
2030 0R-3 X»4 MP»0
;04,1 '1L-I.L-. _ -"-It.T L ^ ■ i.i'Ti
jWO PPINT'niNJ'PUCTIONe-
3010 PRINT-MHOP PiOUF THE PVRfiMIP TURNING ~-€'
3020 PRINT-TOP P«CE : c E'-CRV CUK CVHN. '
.^030 PRINT"*1HE PLflTFO*'?i AT THE SIDE OF TIC P^^lf -
;O40 PRINT'NRE TELEPOPT IC^DS WHICH SENS VOU TO"
3eT0 FF INT* THE TOP OF THE R«-"-l*!&. T HEV CftN OHLV"
3O60 ce IMT'BC USED ONCE E«H - USE THEM TO LURE THE* ■
3070 FFI«T"SNHKE TO HIS DEATH. "
?O&0 PRIHT-tJVOU MUST AVOID THE SMAdE ^"II* T>€ ■
MM PPINT-EOU'iCINC< BALLS TO SURVIVE. ■
3093 PRlHT-ajSE t£VS 0-2.E.C TO MOV'E"
3097 PRIHT"OR A JOVSTICfc IH CONTROL PORT 2
3100 RETURN
DATFU3.7.I3
OATAOO- 0.0-1
DATAO. 0.0,0.
3.0.0
9.0.0
I*T«0, 0.0.0.
DA TAP. 126.0.
DATA241>2-2-
DATA136.I 2f
DAIAO. 127,0.
9,60.i
3.231
1.231
5. 0.O
ft r t
,0
DATA36. 0.O. 36,0 0 36
MM9 DAIfl0. 0,33-0. 0-41. 128-8
30818 DATB14,7,3
3001! DATA8. 0.0. 0.0.0.0
30012 PATAO O.O'O.O'O'O
30013 DATA0. 0.0. 0.0. 60.0
30014 DMA0. 126.0. 30,223.0.63
30815 DATA! 43. 128. 127.223. 128.57. 25'
30016 DATAI28. 0-255 129.0.233,0
30817 DATA8.234. 0.0. 124.0.0
30018 DATR36.8.0,36. 0.8.36
30819 DATA8.0.236.0.I.I48.O.0
30020 DATA15.I.2
MMl KATAO.O.O.O-O.O e
30822 DArf*. 0.0. 0.0.0-62
:-O023 DATM0.O 233. 128 3 233.224
i>?025 Wf-i
3. 240. 15.233.248. 13
248.31.233.232.31.233
?8026 DATA232. 31. 233. 2-2 31.233. 232
30027 DATA31.233.252.15 233. 248. 13
3P028 DATA233. 248.7. 233- 240 3. 233
30029 DATA224. 0,233- 128.0.62.0 0
30030 TATA192.0.3
38031 PATAO. 13.0.0.23. 128-0
300 32 DATA63. 192- 0. 102. 64. 0.224
30033 DAIA64. 0.224. O.O. 230.0
:O034 DATAO 233.128 0. 1 12. 192.0
30035 DATA216 . 192. 1 128 I 128
30036 DAFA0. 1.150 0.0. 243.0
30037 DATAO. 223- 128. 1,177 128-1
30038 DATA139.0- 1.129. O-0- 199
30839 DATA0. 0.97, 128,0.63,0.0
49999 REM SPRITE SET UP
38000 READ DN RE ft DSN READCO
rOOI0 FORX-OT063 READN P0KEDN464.X H NEXT
30026 POXE2O40.SH DN P0*E33287*SN. CO
30030 RETURN
■3O00 CS-0 F0RX-1T048 READA
35020 CS-CS*A P0KE49167'K.A NEXT
55040 IFCS<^6798T»4ENPPINT"ERR0f 1M DATA LINES 6OOOO-6O03P- 3 TOR
36OO0 F0PX-0T015 POE49406 --: 0 NEXT
56010 CS-0 F0PX-IT064 RE ADA
36030 CS-CS'A P0KE49423«X.A NEXT
36040 !FCSO9S9;THENPRINT"ERR0R IN DATA LINES 60O40--
RETURN
DATA162, 233.232. 224. 16.240.40. 189, 0. 193 . 195 . 16, 193. 201
68010 DATH133.240.24|.24,l23.0.20e.36.233 128.137 O.208. 232. 185
60820 DAT* 48.193.24.125.0.200.56.233.128,137 0-206 234 253
"98 NIM4D.1 IFND-21THEH2OO0
-^0 FE"L*H
808 OHP'PN'GOTO810,82O
6O030 DATA192. 76. 19. 192-96
60040 DATA133.131. 130.131/131. 130-131.133.125
60038 DATA126. 123. 125. 126. 123 133. 133. 133. 121- 130. 1 31, 131- 130
60066 DATA13I -153.125. 126. 123- 125 126. 123 133- 153. 153. 117. 123- 130
919 print- rr-^nir -urn ■^iMtrvr^rr
915 NT- Nil* | IFHP.21 TMEN2OO0
917 4ETURN
rmr. P(PH)-I RETURN
Ml". P'PN>-2
60870 DATA136.144. 158. 153. 1 17 123 . 130. 1 36. 144. 138-133. 153.153
60080 PATA106-1I2I20. 126. 133. 139.133, 106. 112 120.126.133-139,133.153
READY.
E
GRIPPING STUFF
id
OVER THE LAST FEW DAYS I
have been using some of the
old favourites along with some
of the newer joysticks. As usual
with reviews now a stick feels is
a personal thing and what one
person thinks is great another
may think awful. Some of the
comments regarding reliability
are based on my experience
working at one time in a retail
outlet and so I have a good idea
aboul whether a joystick failure
was a one oft, or tends to be
common in that particular
type.
I have dealt with them in the
order they came to hand and
not in order of preferance.
Each joystick I have
reviewed I have taken to pieces
in order to see why they failed
or survived. This dismembering
was only tried after I had used
them in order not to ruin them
if everything shot out at 90MPH
and lodged itself into the walls.
I tried each joystick with an
arcade game of the JETSET
WILLY clan, a Drawing
program and the fantastic
INTERNATIONAL SOCCER
cartridge which is sometimes
available from Commodore.
The toughest test for each
came when they were used
with an Olympics type game
where they needed to be
whipped from side to side in
order to make the runner run. I
feel that this was the ultimate
test and that this type of game is
unfair to joysticks anyway. If a
joystick failed in this part of the
test I will make it clear. Price
seems to have no bearing on
strength it would appear, and
the only guide I could find was
the prettier they are the easier
they are to break.
Quiclcshot 1 & 2
We sold a lot of Quickshot 1s
in the shop and it seems I
counted them all out and I
counted them all back in again.
Unlike harriers these were
nearly all faulty. It seems you
either love them or hate them.
Personally I hate them. Some
retailers say they are reliable
others say they are not. I say
they are not but would like to
be proved wrong. When they
started coming back in their
droves I pulled one to pieces
and the weak spot was at the
bottom of the shaft. There is a
small ring of plastic which
actually pushes ontp the
cheapest switches I have seen.
This ring of plastic, in all the
returned joysticks, had broken
and, strangely, all had broken
on the left hand side.
The rest of the joystick was
fine; the rubber suckers at the
bottom made one handed
operation easy and the
contoured handle felt
smashing. They were easy to
hold for two handed use and
were nicely packaged. It was
just a shame they did not last. I
did get hold of a new one for
review and it broke (during a
winning 100 yard dash). Same
fault, same place. Life of that
Quickshot. ..about 20 minutes.
Then came the Quickshot
2. This one lasted a little
longer; about another ten
minutes. Could it really be the
same fault? Never. One
screwdriver and a cut finger
later I was pleased to see it was
not. The dreaded piece of thin
plastic had been replaced by a
(humping great ring of thick
Klastic. Tne cheapest switches I
ave ever seen had been
replaced by the second
cheapest switches I have ever
seen. They had I am afraid
suffered terminal metal
fatigue. The switch was a piece
of very thin gauge metal with
four prongs. The prong which
switched to the left hadbroken
off and the 'UP' prong was
nearly off. The other prongs
had signs of hairline fractures.
The rest of the joystick, like the
Quickshot 1, was smashing.
The rapid (cheat) fire button
was great, the contoured
handle was brilliant, but I still
could not turn left.
I look forward to being sent
the Quickshot 3. I also pledge
to review it with an open mind.
Kempston
The Kempston has been
around a long time now and
still seems to be a favourite.
They are strong and very well
made and have a quality of
finish rare on most joysticks. I
find them uncomfortable to
use and would not like one
myself but many would agree
to differ and so I would not
criticise it. A lot weresold in the
shop and, to my knowledge,
not one has been returned. I
can't seem to get comfortable
with the fire buttons. The price
is good and, as I have said, the
quality of the finish is the best
of all those I have reviewed. I
can see the Kempston
continuing to sell well; no frills
with it but a stayer, it is totally
black except for the enormous
red fire buttons.
The Cambridge
joystick
Quite different to the standard
breed this one: at first it was
only available with an interface
but now just the joystick can be
purchased to use with any
console that uses the nine pin
plug. As can be seen, it is a
different style and at first
glance would not seem to bp
suitable for the fast shoot'em
up type games. I used one with
a Spectrum at first and al-
though they are not perfect
they do perform well. Tney are
self-centering and once you
have got the hang of the small
degree of movement they are a
treat to use. The metal shaft is
strong and they lasted through
all the above games. When I
worked in the shop we sold
quite a few of these and only
had one returned. Thiswasdue
to poor soldering on the inside
of the stick, which was easily
repaired. When I had
finished I looked at all the
others but it seemed to be a
one off fault. They are made
from a hard plastic, are very
strong and withstand almost
anything. They come in an
enormous box which swamps
the stick but this is due to the
fact that the same package is
used for joysticks which are
sold with the interface
software.
Hardware Review
This joystick comes into its
own when used with drawing
type software. Because you
hold the stick as you would a
pen or pencil it is possible to be
very precise when drawing in
high res mode. Not so easy with
a big stick of the standard type.
There is another joystick
available which looks exactly
the same as this one but it is
not self-centreing. That does
not sound too bad until you
come to use it, and believe me
it's a pig. If this is the stick you
would like then ensure you get
the self-centreing model. As
with the Atari the part that you
hold does not look comfort-
able but once you are used to
the feel it is fine. It is without
doubt a two handed job and
attempts to stick it down for
one handed operation have
not been successful. It will stick
down OK but, using it with one
hand, it is uncomfortable as
well as difficult because your
wrist keeps touching the fire
button. The price is good and it
is a well maae stick which looks
practical and performs well and
from my experience is very
reliable. As we are on the
biect of reliability I will now
al with the two baddies of
su
dea
the bunch.
The BOSS
'The Boss is here' so the box
says. This one feels very heavy
and sticks quite well to the sur-
face mainly due to its own
weight. Its external design, ex-
cept for the single fire
button, is similar to the trusty
old Quickshot 1 but the similar-
ity ends there. It lasted the
course and I was blisterless. The
contoured grip turns on its
stem and I found that most
disconcerting. It is strong and
its internals seem to confirm
that. I still cannot decide where
it gets its weight from. When I
opened it up (expected to find
a lump of metal but it was not
there. What I did find however
were the strongest hunkiest
leaf switches I have ever seen. I
feel confident that this one will
continue to work for a long
time. The casing is as strong as
any of the others and it looks
good in its grey and black coat.
The fire button was not the
most pleasing I have used and
did not seem very positive at
all. There was no click to it. I
think it would be a good
alternative to the Quickshot if
you really want that type of
stick, and it appears that it
would give you a lot more
service. Due to the rotating
shaft I did find that it was
possible to find yourself going
the wrong way but after getting
used to it I found it less
troublesome. For some reason
I was left feeling unexcited by
this one.
Super Stick
The Super Stick looks like a
joke. Its stylish box says it is
built to endure longer than
most joysticks and boasts a one
year LIMITED warranty. When I
had taken it from its box I had
to stop laughing long enough
to try it. It looks foul, phallic
and inferior. (I was proved
wrong). The SUPERSTICK is
pretty — just like the elephant
man! It would look better if the
colours were reversed. I
couldn't take their claims for it
being strong seriously at all but
it survived. I pulled it apart and
was amazed. There was almost
nothing in it that could break.
Its internals should be a lesson
to all joystick manufacturers.
The switches are balls of metal
sunk into plastic stems. The
contact is a massive metal plate
with arms cut out. I put it back
together and plugged it back in
and tried to break it. I couldn't.
I pulled it to pieces again tosee
if it had suffered. Not a mark. It
still looks foul and it still looks
phallic but it is definitely not
inferior. If strength is more
important to you than looks
then have a look at the
SUPERSTICK. It has only got
one fire button. It slidesaround
the table like it has got a mind
of its own; the non-contoured
handle slips and it looks funny
but I challenge you to break it.
Nice one. Great for kids and
gorillas.
The ZipStick
The ZIPSTICK is another that
stood the test of the Olympics.
It is advertised as strong and it
is. The central shaft of the stick
is a solid metal bar. A large
coloured diagram comes with
this stick showing it's internals
but I still felt the need to get
inside myself. Everything was
tight inside and well fitting. I
could see the solid shaft and I
was surprised to see fairly
standard leaf switches. The way
thev were placed though and
the mechanism of the stick
itself made them potentially a
lot more hard wearing.
Again this one is a no frills
stick out it was very responsive
and quite unforgiving. It is
more comfortable in use than it
would appear and it was very
clunky. Tne clunks are noisy
but they do sound METAL. A
couple of people who have
seen it have also liked it and
commented on how strong it
was. This is another one that I
tried to break. I succeeded in
smashing my knuckles against
the computer console and that
was the only damage. It seems a
little expensive but it is so well
made that the cost seems
justified. The fire button is on
the base of the stick and is a
little difficult to use if you are
using it hand-held. My fingers
would not quite reach up to the
button but if you fix the stick
down there is no problem. The
coffee and cream colouring
look nice and blend in well
with my bruised knuckles.
Cheetah
Well then, that's the lot.
You may have made up your
mind as to which you would
like. I have. If I was going down
to buy a stick today and could
choose any of these I think I
would go for the ZIPSTICK. It's
a little on the pricey side but
worth the extra. If my funds
were limited then without any
doubt I would choose the
gruesome red and black
monster that goes by the name
of SUPERSTICK. I ask myself
why but I don't know. It's just
so strong.
Before ending this article I
should mention that a new type
of stick has just been
announced. At tne time of
writing it was not available for
the 64 out it's release should be
only days away. It has been
released for the Spectrum and
from what I understand it has
had rave reviews. You may
have gathered that I am on
about the new infra red joystick
from Cheetah. No leads on this
one just pure infra red light. It is
supposed to have a wide angle
of light spread so that when
you and the joystick dive to the
left to avoid that last Galaxion it
should still respond. I am sure
that this one will soon be
reviewed in this magazine so if
you are thinking of spending
about £30.00 on a stick (I
believe this will be about the
trice) then this may be worth
anging on for. I wonder if it
will interfere with the video
recorder remote control?
E
Submissions
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44
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SOFTWARE
1
m
The DOCTOR 64 package is a
diagnostic program for Your
Commodore. Il bears a
resemblance to a unit for
servicing BBCs called a F.l.T.
test board (FINAL INSPECTION
TEST). It will not diagnose faults
on a dead machine as it must be
loaded in order to run but this
aside it really is a useful
program. I think that the
people who would find most
use for it aresmall retailers who
have no full service depart-
ment; this would enable them
to check machines prior to sale.
Also, 1 found identify faults that
are due to operator error as
opposed to a machine fault.
The program is nicely
packaged and, as usual with
disc, loaded first time. You can
then select which part of the
machine you want to check or
an autotest routine goes
through selected checks and
ends with a list of checks
completed with a pass or fail
mark. Pictures are used to
illustrate the items you can
have checked and when a
particular item is checked it
slowly sidles off to the side of
the screen and then the screen
clears to give you instructions
to continue that particular
part of the test. The
scrolling pictures are not really
necessary on a program of this
type and seem to only have the
purpose of prettying up the
menu. In fact when you are
going through a series of tests,
the wait while the picture
moves is an irritation. I will list
the items that can be checked
with a brief description of what
each test does. '
KEYBOARD TEST
As with the BBC FIT test this
shows all the keys on the
screen, and as you press each
key the relevant key on the
screen disappears. As
Commodore keys are notor-
ious for gunking up this small
quick test will allow you to
check most of the keys at once.
JOYSTICK TEST
When this is selected you are
asked to select port 1 or 2. A
graphic representation of
possible joysticks movements
appears as well as a circle to
represent the fire button. As
you move the stick or press the
fire button a dot appears to
show that a good signal has
been received. I found this
useful when doing joystick
reviews as I could confirm that
joysticks had failed as-opposed
to the joystick port.
RAM TEST
This test checks all available
RAM in order to identify faulty
IC's. On screen all that is shown
is a row of dots. As the test
progresses the line of dots gets
longer. This is another useful
test as one faulty RAM IC may
allow the computer to work
OK unless that particular chip
is called. Of course if the IC
at the start of BASIC is duff
then the program would not
load in the first place.
PRINTER TEST
Understandably this routine
will only check printers
connected through the serial
port. With such a wide variety
of printers available it would be
very hard if not impossible to
write a routine to check printer
function when it is connected
through the user port. This is
another test which I have used
many times when asked to look
at non — functioning systems.
DISC TEST
This is a similar routine to the
one found on the Commodore
test/demo disc when you buy a
1541 disc drive.
It does a read/write test to
each part of the disc and checks
for read/write errors. Another
useful test: I did not find a way
of checking my second drive
which has a hardwire
modification designating it as
device ten as opposed to eight.
VIDEO TEST
More of a test card really. It
simply shows a line of coloured
bars and points out that this is a
good time to adjust colour
brightness etc. I tnink that a
video fault would be apparent
without this.
SOUND TEST
This displays a musical stave
and plays a scale on each voice.
The sounds are pretty
gruesome notes and not very
clean anyway. At first I thought
maybe I had a duff SID or
speaker coil but when I
checked other 64s they
sounded just as bad and so it
must be trie program.
CASSETTE TEST
On the SX64 this is not relevant
and when it is run the program
drops out with an error. This is
not really a fault in the program
just a disadvantage with the
SX64. If you run it with an
ordinary 64 it performs a
read/write test but if you did
have a read fault then how did
vou load this program?
Other reviews for 64
Doctor have questioned the
value of a program that must be
loaded and run in order to see
if a machine is sick or not. As I
have said before this IS a valid
workshop tool and useful at
home. It is not something that
you would use very often but is
reassuring if, for instance, your
joystick does not work and you
wonder if the last time you
unplugged it with the power
on maybe you did mess up the
port (I plead guilty to doing
that more than once)
One of these would be
useful in a retail outlet as well as
a club or school. It is the only
one of its type I have seen for
the 64 and what it does
it does well.
D.C.
Software reviews
Zim Sala Bim
* * ★ *
Melbourne House
£9.95
CBM 64
I'M NO REAL ADVENTURER
but I know enough to
recognise that Zim Sala Bim is
full of promise, eastern
promise to be exact. And an
adventure with arcade style
graphics and scrolling screens
into the bargain all accom-
panied by highly atmospheric
Arabian music. So to the
storyline. Your village has been
savagely raided by the Sultan,
all the money has been stolen
and it is on the verge of
starvation. You are the only
able bodied man left and you
have been chosen to break into
the Sultan's palace and
recapture the hoard of cash.
The trouble is that if you break
into the palace unprepared,
the Sultan s guards might catch
you and sling you in the
dungeon. But then, wandering
in the desert has its dangers
too. However, the fact that you
can actually move around each
location means that some of
the objects to assist you in your
task can be easily found.
Others are hidden and have
to be discovered. You will
need all the help you can get
particularly if you are to avoid
the stench of rotting food in
the dungeon. But please, don't
let that put you off. K.M.
Football Manager
* * * * *
SO YOU FANCY YOURSELF AS
a Lawrie McMenemy do you?
Totally devoid of a footballing
background and yet the
manager of a successful first
division football club? Well
here's your chance. But watch
out because it's a game
addictive by name and
Fame Quest
*
Brain Games
£7.95 (casselte)/£9.9S (disc)
CBM 64
THIS, SAYS THE COPIOUS
instructions, is an olde worlde
game and by golly it shows.
And just in case you were
wondering, it has absolutely
zip to do with the dancing
sopranos in the TV programme
of a similar name. It is set in the
I days when demons, dragons
and knaves still roam free and
an aspiring young knight must
[win fame and fortune before
being accepted into the royal
rourt. To meet the necessary
'requirements a knight must
journey from one royal castle
to another gaining fame in
battle and enough gold on the
way. Fortunately he has a
certain amount of gold to start
with, enough to buy some
weapons to see him through
the initial encounters on the
journey. To add to the
excitement (yawn), the screen
is split into five extremely static
boxes, the most exciting of
which is a map of the player's
position. Oh dear, what a bore.
K.M.
CBM 64
addictive by nature. Now it may
be a game you are already
familiar with because it's been
around for some time on (dare
I say it) the Spectrum but that
doesn't mean to say that it is a
bit of second-hand tut. Far
from it. In fact it is one of those
games that is worth its weight in
gold. The object of the game is
simple: to take over a club at
the bottom of the fourth
division and with skill and
dexterity to take it to the top of
division one through a series of
league and FA Cup matches.
There's a chance to dabble
in the transfer market to
improve your team's skill and
even borrow cash from the
bank to keep your club afloat!
Each player has a skill factor
and energy reserves which
become depleted the more he
plays. Players also become
unavailable for selection
because they are injured. Once
you have picked your team, the
computer plays out the
matches before your very eyes.
Shock results can unset the
odds and the team morale
factor varies according to the
success of the team. But don't
get too flush with a run of
success. The managerial seat is
not all that secure and a few
bad games could get you the
sack. Move over Subutteo
because here comes a game
that is going to glue you to that
screen. K.M.
JUST AMAZING ISN'T IT, THE NUMBER
of maze games there are around these
days? So what's one more amongst friends
you might well ask? But before you get
too despondent, it's worth noting that
Fred still has something to offer the genre.
Fred is stuck underground and desperate
to get out. The only problem is that he's
got to find the bomb and various other
artefacts and detonate them on the
outside without blowing himself up
before he can pass on to the next level.
Naturally there are traditional nasties
wandering around the maze determined
to put a spanner in the works. Sounds
even more like you've heard it all before,
doesn't it? Well, not quite, because the
graphics are exceptionally good and Fred
is a master of a rope climbing act. Whilst in
the maze Fred's strength is sapped as the
nasties catch him and drops of acid rain
fall on him from the roof of the caverns.
But it is not a one-sided affair. Fred has a
gun and six bullets which are
replenishable with which to repel the
nasties and hisstrength can be restored by
finding the magic elixir. All there is left to
do is find your way out of the maze ... and
with a horizontally and vertically scrolling
screen, it is not as easy as it sounds. What's
more, the higher the skill level you
choose, the more difficult it is.
K.M.
E
7
I!
SOFTWARE
4
YOU WAKE UP IN THE
lounge of a waxworks and, as
the words say on the package ...
in such macabre surroundings
dreams end and nightmares
begin ... Well the only
nightmares I'll have will be
trying to figure this infernal
what words to use. Lack of
communication is very evident,
it may just be me or this game
reflects the feelings of the
waxworks — dark and
forboding!
The program itself isn't in
the same category as the
infamous Zork series but it is a
nice try. The graphics aren't as
good as the Dallas Quest
(which is on disc only) but the
software company does have
an intriguing fill command. If
you are wondering why
plot, that is because they do not
mention one! It's up to you to
explore the waxworks and
earn by your mistakes. So in
;ame out. It's not that it's
lifficult but the problem is haven't said anything about the my opinion (I've been spoilt) it
is a standard adventu
standard graphics, but
try and solve it just to
mind at ease.
re with
I'll still
put my
S.L.F.P.
tz
SOMEHOW I GET THE IMPRESSION
that this might be a little conservation
orientated. Not only do you learn about
the evolution of a life commonly known
as the frog, but it also gives hints about
nuclear waste and on the higher levels
you will find mutant creatures ready to kill
you if you don't kill them.
The idea of the game is evolution:
breed as many frogs as possible
before ending up as some creature's
dinner. As it says in the booklet that
comes with it "How else can we continue
to play frog games, after all they have to
breed somewhere". This is true!
The game opens with you hatching asa
frog spawn feeling very hungry, so you eat
the pink amoeba and the eggs which the
dragonfly drops into the water. If the
eggs aren't eaten they hatch and eat you.
To evolve takes a tittle while, because
you have to consume five worms to go
onto the next stage of development.
Other hazards include jelly fish, hydra,
spiders and nuclear waste which has been
dumped in the pond. Even if you do die I
think you will still want to start again and
discover the birds and the bees about
frogs! S.LF.P.
New York Blitz
* *
Mastertronic
£1.99
VIC 20 Optional Joystick
I LOOKED AT THIS GAME THINKING
have Mastertronic brought out a new
original game at the cheap price of £1.99?
Alas not, this is yet another copy of Blitz or
the similarly named City Bomber. If you
have nevef played this sort of game the
basic aim is to flatten the city in order to
land your aircraft which is running out of
fuel. Once loaded, which it does with
ease, you can begin. The aircraft moves
across the screen, gradually decreasing in
height. To bomb, press any key (you can't
make a mistake as any key will do} or press
the fire button on the joystick control.
Surprisingly one bomb will destroy a
whole sky-scraper; this makes it a very
simple game and I went through the cities
with apparent ease. Cities to destroy
include Baltimore, Seattle and, of course.
New York. Once destroyed your aircraft
lands automatically. The graphics are one
character and the skyscrapers look like
ice-cube containers. The sound leaves a
lot to be desired. The only good point in
this game's favour is the price. At £1.99 it
must be the cheapest bomber /blitz game
around but as the old saying goes, 'Cheap
and Nasty'.
P. WW
Software reviews
i
Kaiah
* * * *
Talent Software
£7.95 (cassette)/£9.95 (disc)
CBM 64
IT'S DONE IT AGAIN! THE
machine has got it in (or me.
Every time I come up with a
good move it comes up with a
better one. Mind you, I have
only been playing this game
for an hour.
frustrating one at that) It is.
apparently, a very old game
which was played in deserts by
people with nothing better to
do. Let me explain this gem of a
game from Talent Software.
The game consists of a board
with 14 holes in it. You own 7
holes and so does the
computer. 6 of the 7 holes are
in front of you and the same for
the CPU, trie seventh is to your
right (called the Kalah).
more than half the pebbles Mike Masters who designed
which are placed in the holes the graphics. They deserve a
by moving them round the round of applause for the total
board anitclockwise. If you are package as it is very good
confused at this point, wait indeed. S.L.F.P.
until you play the game. The
rules take a Hide getting used to
but after a few games it
becomes clear that this is a
definite strategy game.
I think I should mention the
two people involved in making
this. They are Andrew Collins
who wrote the oro&ram and
Revelation
★ ★ *
Softek
£7.95
CBM 64 + J oystick
IT IS AN OKICINALISH'
game, but it doesn't quite get
lo be called totally and
absolutely original. In basic
terms it is a shoot 'em up game
with quite a large difference.
Not only do you kill all the evil
monsters but you have to
destroy castles which, in turn,
reveal a pentacle sign. Once
you have revealed all the
pentacles there is a brief blue
flash telling you thai you can
now kill the last of the monsters
and escape cavern number
one.
Apparently in this game
there are 31 monsters all on (he
40 different levels. They serve
the same purpose in life: to kill
you before you get to the last
screen and stop the monster of
Apocalypse from being
crowned. That basically is what
the game is about and I must
say that it would be OK if it
didn't take so long to play one
cavern.
The graphics are fine,
except for the flashing of my
character (and all the others),
when there is more than a
certain amount on the screen.
This could either be the
machine's limitations of eight
sprites on the screen at once or
the program's limitations in
using soft sprites. Overall, it is
possible but as I said before, a
ittle faster please on the early
evels and is it music in the
background or has a dragon
got indegestion? S.L.F.P.
THIS IS A PARTIAL GRAPHICS
adventure which operates in
real lime. In other words you
could be deciding whether to
shoot someone or not and they
could decide that they would
rather not have you around.
The game West puts you in the
position of being a low
enforcer on the trail of a gang
of mean robbers. It's your job
to kill them and get promoted
to Marshall. These nasty
reprobates are hiding out in
and around an old mining town
which is now a ghost town;
hidden somewhere is a large
amount of loot.
The software company
claims that there are between
two and three hundred words
that the computer will
understand. Unfortunately I
couldn't check that because I
kept on being shot or bitten by
a rattlesnake. It does have
graphics, but only in
certain places. The graphics are
again very good. I say 'again'
because the two other games
by Talent have outstanding
presentations.
S.L.F.P.
HAVE YOU EVERTRIEDTOFLY
the latest in space defence craft
from the Federal Inter Starbase
Patrol Force (FISPF)? I have and
it's exceptionally difficult and
dangerous. Supersoft have
generated a different type of
flight simulator. Whereas with
most simulators a small manual
is provided, Supersoft have
gone all the way in producinga
47 page flying handbook with
everything in it except how to
make the coffee!
The game opens with you
enrolling as a Sub-Lieutenant
in the FISPF. You are then
transported to your craft
waiting at one of tne hangars.
You have the choice of either
going out into space or just
running the inbuilt simulator to
learn now to handle the
Interdictor Mark III. It's one of
those games that will take a lot
of playing to get used to and
reap the best from it as a
simulator.
The onlydrawback with this
game is that it is auite slow and
occasionally death came
painfully slow indeed.
SIPERSOFT
Election Trail
* *
Brain Games
£7.95 (cassette) £9.95 (disc)
CBM 64
YES FOLKS, IT'S ELECTION
time again in the jolly old US of
A and Wally Mondieu is busily
beating a path to Rodeo
Ronnie's door. Election Trail is
here to help you indulge in all
the fun of the fair in the
comfort of your own home. It's
a one or two player game. If the
one player option is chosen,
the computer plays the
Democratic party. The object
of the game is simply to win the
Presidential election and you
do this by winning the most
states in each of the four
regions. At each turn you are
invited to do one of four
things: hold a rally, go on a
campaign tour, hold a press
conference or hold a public
meeting, each of which
depletes your cash-rich coffers.
You then get the opportunity
to either raise more cash, take a
rest, look at the opinion polls
or seek an endorsement. At
the end of 20 turns, the whole
cotton -picki ng roadshow
grinds to a halt and the states
are carved up between the reds
and the blues. Although there
is an element of strategy to the
whole thing the degree of
dependence on the computer
ite higr
k.M.
SOFTWARE
Flight Zero-One-Five
* * * *
AVS
£5.95
VIC 20
AT LAST A FLIGHT SIMU-
lator for the unexpanded Vic
owner. Is this a miracle I ask
myself? Yes, but it is less
complicated than other games
available for the expanded VIC
20 but just right for a
beginner. The insert gives very
good instructions on how to
take off, cruise, descend and
land. Once loaded, which it
does without difficulty, press F5
to start the engines, hold F5 to
start to taxi down the runway
and with a minimumof 390revs
you're ready to take off. Press
F3, your brakes areoff and your
airspeed builds up. Press and
hold < (nose up): You're now
cruising through the air. You
do suffer from random
turbulence from time to time
and have to correct your
course. Descent and landing
need to be thought about:
check your airspeed and lower
your undercarriage to get your
nose down. Press < : if you're
lucky you should land; I
suggest you shut your eyes and
pray. Your flight time is usually
about 7 minutes although the
insert quotes 5 minutes. I
couldn't find any bugs. The
graphics are limited but the
sound is quite good; when you
rev the sound pitch increases.
Overall it is a very good flight
simulation ana the pro-
grammer has my congrat-
ulations for getting it into 35K.
Well done.
P.W.W.
ACTIVISION WERE A GAMES
manufacturer for Atari's game
Console. So what? I hear you
ask. Well, the good thing about
this company making software
for the CBM 64 is that they are
producing very good quality
products. H.E.R.O. is a prime
example of what they can do.
It is original, fast and has
very good quality graphics.
Some miners have been trap-
ped down a mine shaft and it's
your job to be a 'Hero' and save
them. Sounds easy and it is for a
couple of levels. Whilst
traversing the mine shaft you
will have to blow up walls and
shoot creatures. To blow up a
wall you'll need dynamite: you
are supplied with six sticks, so
use them wisely and don't
stand too close. To make life
easier you have a jetpack which
enables you to ascend and
descend with grace and care as
the tunnels go in all directions.
Once you have saved the
miner, level two starts,
exposing a little more of the
mine shaft and a few more
obstacles to get over. Good
examples are the lava walls and
lava flows: if you walk or land
on these obstacles you lose a
life.
5.L.F.P.
HELICOPTER GAMES ARE FEW
and far between and this one
from AVS is the first I have seen
for the VIC. The game loads
very easily. To take off press F1
but do wait until the rotor
blades of the helicopter are at
full speed before take off.
Using the keys Q A O P your
first assignment is to blast
rockets which appear
horizontally across the screen.
Once you have achieved this
the second screen appears. On
this screen you are on a small
base station which moves from
eft to right. Your assignment is
to shoot down approaching
objects. Your fuel is increased
by 10 points for each success
you have. Once the maximum
target of 300 points has been
reached you can then take off
in your helicopter Your base
station has to be destroyed.
Once airbourne fly directly
over the base and then drop
your load; you then return to
screen one. Sound easy; don't
you believe it, it took me five or
six goes to get it right. The
graphics on this game are quite
good as are the choice of
colours. I also like the little
touches which help to make it
more interesting; a good title
page and good sound.
P.W.W.
Software reviews
AT FIRST GLANCE IT IS NOT
easy to tell what this package
does. The picture on the pack
indicates a game, the wording
indicates a language and the
company name suggests it may
be a word processor. There is
almost nothing on the packing
to indicate that it is a BASIC
compiler. A compiler is a
program which converts a
program into another form to
increase speed and efficiency.
In all machines that run in
anything other than machine
code an interpreter has to be
present to convert the program
that has been entered into a
form that the processor can
understand. This conversion
and checking takes time and
can slow a program down so
much that it crawls. Compilers
turn a program into a form that
is faster, closer to the object
code, and in some cases have
additional features to pass by
bugs or poor routines in the
original machine. In the case of
the Commodore it fixes the
dreaded garbage collect
routine, though more on that
later.
Jet pack does all these things
and is 100% compatible with
BASIC 2.0; this means that you
can compile any of your BASIC
programs without modifi-
cations, with some machines it
is not possible to compile
without rewriting certain parts.
Another great feature of
letpack is that if you use
machine code routines loaded
from within a program that is
OK. In some cases it is
necessary to POKE a couple of
locations to do this but the
procedure is so well described
in the documentation that it is
very very easy.
The program for disc
based Commodore 64s
comes with a dongle to fit into
the joystick port or cassette
port; in case you haven't seen a
dongle before it is a small piece
of simple circuitry encased in a
lump of plastic about 2" x 1.25"
with a plug on. This will only
allow the program to operate
when the dongle is present.
Backup copies of the compiler
are easily made but without the
dongle they will not run. I use
an SX-64 and while I was
carrying my SX around I lost my
dongle from the joystick port.
My compiler will not run now,
but as it is such a useful
program another must be
obtained. If you have a tape
based Commodore Wthereisa
tape version. Unlike the disc
version there are limitations to
the size of the program you can
compile (12K) as the compiler
cannot lay onto tape, in a
temporary file, parts of the
compiled program. The price
of the tape version though is so
low that i( would still be an
excellent buy.
When you load a compiled
be automatically changed to
ease transportation of
programs from one machine to
another. Because of time
available I have not been able
to investigate this function so I
hesitate to comment. Claims
are made that some programs
will run up to 25 times faster
than in standard BASIC but
most programs will achieve
only 5 to 15 times speed
increase. This however is still a
lot faster and in the majority of
cases I did notice a very definite
increase. I use a lot of
subroutines to format figures
and the delay between input,
format and printing to the
screen was considerably less.
For me the most impressive
feature was the Jetpack
Garbage Collect. I have one
piece of software that uses
Commodore collect routine
has been a nuisance to you
then Jetpack is an excellent
buy just to stop hangups.
To finish then I found DTL
BASIC to be excellent. Unlike
some compilers it is 100%
compatible with BASIC and it
will also run on the SX-64. The
documentation is more than
adequate and well written and
is I think my most often used
utility program. I now compile
all my BASIC programs if only
to make them unlisiable
(another benefit). One
important point is that
although the dongle is needed
to compile a program it is not
required to RUN a compiled
program so you can still give
copies of compiled software
away. Unlike some compiler
producers, Dataview have
adopted a very mature attitude
program it is necessary also to
nave a set of routines in
memory which are called the
runtime library. These are
loaded automatically if they are
not in RAM. They do not use
much RAM at all and they are
in a part of RAM not often
used. Machine code routines
that I use such as Centronics
Interface Software do not
conflict with the RTL. Chaining
of compiled and uncompiled
programs is possible and easy
and it is possible to retain
variable values and transfer
them from program to
program.
If you use non-BASIC
commands called extensions
which are defined within the
program it will still compile.
Warnings are given that a non-
standard command has been
found but provided it is a
genuine extension then the
compilation process and the
end result will still run. Special
extensions to BASIC in the
compiler allow for faster sprite
movement which does indeed
work well and a routine also
allows PEEK/POKE addresses to
almost the whole of BASIC
RAM as one large string array.
When the Commodore
performs its infamous collect
routine I have watched the
machine hang up for 15 to 20
minutes while it sorts out the
rubbish. When compiled it did
still hang up but for less than a
second. It is now a great joy to
watch it hang up and burst back
into life so quickly. If the
to using the compiler with
software that you want to
market. If you sell copies of
your compiled programs
simply credit Dataview and
t hats all OK. A shame others do
not think like that. Just out of
interest, below is the memory
map to show areas used by th
compiler (addresses in hex).
$0000-50800
As per interpreter
$0800-$9FFF
Compiled programs and
variable list array
$A00O-$BFFF
Run time lib.
£C00O-$CFFF
Unused
$D00O-$FFFF
Garbage collect D.C
SOFTWARE
WRITTEN BY THE SAME GENTLEMAN
who concocted Flip & Flop, Fernando
Herrera has done it again. This game is
about trying to save Earth, I say this
because it is very trying, and you always
lose in the end. Apart from that it is very
good. The graphics with the cartoon
intermissions and the 1812 overture are
just right.
However, it lacks a little of the 'umph'
thai Flip & Flop had. The game consists of
stopping megamines from hitting earth
and killing as many Megadarian ships as
possible whilst keeping yourself alive,"
simple enough! After two 'chase'
sequences I didn't have any saucers left,
end of game for me.
You do get shields which deplete your
power, along with losers. At the edge of
the galaxy there are power points from
which you can replenish your weakening
strength but be careful because a
megamine might scatter the earth over a
vast distance whilst you are performing
this minor task. Eight different
Megadarian fighters can be encountered
on the 34 levels, of which you can select
up to level 23.
The cartoons are worth watching
because as you progress your man is
welcomed home in different ways. It's a
good game but I did find it easy to switch
off and play something else.
S.L.F.P.
Psycho Shopper
* * *
Masterlronic
£1.99 . .
VIC 20 8K RAM Optional
Joystick
YOU ONLY HAVE A SMALL AMOUNT OF
time to get to the supermarket! Can you
make it in time? Will you be bashed bv an
old Cranny? These are the sort of prob-
lems you encounter in this new Master-
tronic game. You are a disorientated
shopper heading for the supermarket,
collecting gold coins on the way.
Grannies plav a big part in
making your life difficult. On the
bumping into a mad granny or any other
obstacle you are confronted with. On the
second screen you arrive at the main road
which you must cross avoiding the vans,
cars and yet more grannies. I can guess
what you are thinking, yet another
version of Frogger. You're right, but this is
more addictive. The third screen presents
railway lines and trains. On arrival at
screen four, grab your shopping trolley
and off you go around a maze avoiding of
course yet more grannies. Once you
achieve this you're back to screen one.
The graphics on this game are reasonable
and the sound gives it added life. It loaded
very easily first time and it has a good title
page. At £1.99 it is very good value for
money and a game not to be missed by
any VIC owner.
Forest of doom
* * *
Puffin Books
CBM 64
LIKE THE HOBBIT FOR THE 64 THE
Forest of Doom by Puffin is supplied with
a book. It is worth remembering that this
game is based on a book written by Ian
Livingstone who is at the forefront of
Dungeons. & Dragons. This is an
adventure game based around the basic
rules of D & D. Once loaded you are
confronted by a high resolution screen
showing a decidedly suspicious forest.
I immediately thought that it was
going to be a high quality graphics
adventure. I was wrong at least up to the
point I reached.
Let me explain the principles behind
the game and what your tasks are. The
theory is that after rolling some dice
(kindly provided by the computer), you
build up your character's abilities. The
higher the dice roll the better. Anyway,
once your character has its qualities you
then get a long briefing of what has
happened in the world which you are
now a resident.
The plot goes something like this —
you are a warrior of great reputation. One
sunny day you just happen to be near a
spot where this dwarf says his final words.
In desparation and half madness he tells
you of the four runes which have been
stolen and mislaid in the Forest of Doom.
He then expires and you decide to get the
runes back because there mignt be
something in it for you. From thence your
struggle begins and even if you are short
and clever or built like an ox (thick as one
as well) you'll have some great fun.
S.L.F.P.
52
Archipelago
* *
Talent Software
£7.95 <cassette)/£9.95 (disc)
CBM 64 + Joystick
I DON'T NORMALLY LIKE WAITING 14
minutes for a program to load, but since I
had already played Kalah by Talent for the
64 and was greatly impressed, I went and
made mvself a coffee and got ready to
IV! .
play Archipelago.
After reading the instructions which
described Archipelago as a type of maze
game, I started to have doubts. There
have, in the past, been too many maze
games and an addition to the very long
call would make it just one more name on
a never ending list. This would have to be
very good to make it stand out above the
rest.
The idea is to collect the mysterious
jewels from a maze so that you can escape
the maze and inevitably go on to
progressively harder levels. As usual
there are guardians who for some
unknown reason want your blood.
Once loaded, the title screen and then
the high score table are displayed. Then a
rather nice animation of a storm battered
island with a man running into a cave is
initiated finally leading to the game.
As a conclusion I am tempted to say
'Nice presentation, shame about the
game', but I won't.
S.L.F.P.
Software reviews
JUDGING FROM THE BLUR8
on the cassette insert, t thought
this was going to be a pretty
naff game. But how wrong you
can be! Surely it wasn't me who
was going to be a tinge tedious?
Percy, of course, is no ordinary,
run-of-the-mill potty pigeon.
He is downright suicidal. The
object of the game is to control
old Percy in flight and to swoop
down on to the road to pick up
all the nest building twigs he
needs to pass on to the next
level. There are points for every
twig taken back to the nest.
Naturally, it is not as easy as all
flight and almost totally
uncontrollable. But that's not
all. There are obstacles to avoid
such as the passing cars on the
road intent on turning Percy
into strawberry jam and a
variety of other nasties like the
pigeon eating cat, the starving
ferret, kamikaze planes,
balloons and twig snatching
sparrows. But Percy is not
totally heloless. He has more
under his wing in the shape of
some revolting, exploding
eggs. Points are gaine for
splattering the passing cars,
killing the cat, destroying the
flying ducks (Rood enough to
grace any wall) and gobbling
up the butterflies. So, once
again, who said nest building
isn't fun? Certainly not
loveable little Percy, the star of
this nifty little game.
K.M.
0 colore
1
St * • *
Flip & Flop
* * * * *
Stale Soft
(0 QC
CBM 64 + loystick(s) (Cassette]
based)
WHAT HAVE FERNANDO
Herrera; a monkey called
Mitch and a Kangaroo called
Flip got in common? Well,
Fernando wrote a game which
includes these two characters
in a very weird setting! Mitch &
Flip have found that they can
escape from the Zoo by
completing a maze. The
problem is it's in 3-D and after
playing for a long time,
insomnia sets in your eyes
start to water! Anyway, by
traversing the squares of this
maze and flipping special
boxes placed at random on the
board, you gain points and
your freedom.
The first couple of levels are
dead easy once you get used to
the joystick controls, the best
results being achieved by
holding it like a diamond (fire
button pointing at the T.V.),
but then the fun starts. The
levels are made harder with the
entry of the zookeeper on
level 3 and a magic flying net on
level 4. As the game progresses
the maze gets larger as you
complete each level. Cartoon
intermissions have been
included after every 5 levels of
play as a reward for being very
agile.
The game is superb with
very good graphics and sound.
Oh yes, when you play as Mitch
the Monkey the board turns
over and you swing from
square to square! Not that easy
this one and it's well worth the
money. Watch out for the
sticky squares, they can be
dangerous or very useful as
well.
S.LF.P.
Traffic
★ ★
Quicksilva
£7.95
CBM 64 + Joystick
THE STREETS OF LONDON ARE ABOUT
to descend into complete chaos. Only
you have the power to prevent it. Vou are
in complete control of the traffic lights at
each or the capital's major road junctions
and it is their skilful management which
will stop the massive queues of vehicles
from building up. With traffic entering
from all sides of the screen and no way of
telling whether it will turn right, left or
simply go straight ahead at a junction,
congestion seems almost inevitable and
actually keeping the traffic flowing is
more than a little difficult. So if you
impress your superiors there is a chance
of stepping up the promotional ladder
and sorting out more congested areas.
This, of course, means different screens
and more difficult junction layouts. If you
fail, well there is always the chance to start
all over again providing you're a sucker
for punishment because there seems to
be very little method to all this madness.
K.M.
Daley Thompson's Decathlon]
* * * *
Ocean
£7.90
CBM + Joystick
MAKE SURE YOU HAVE A METAL
joystick forthis game or it will cost a lot of
money in new ones. This is a good
reproduction of thearcade athletics game
except that there isn't any voice synthesis.
In this game you have to complete the ten
events in which Daley Thompson
competed in the Olympics.
Trie graphics on this game are very
good with excellent use of sprites for both
Daley and the Computer (your
challenger). Throughout the ten events
your scores are registered, the world
record is displayed and the crowd cheers
whether you win or lose. My comment
about the joystick referred to the way you
make Daley run. This is accomplished by a
side to side motion of the joystick: the
faster you move it, the faster he runs. The
fire button is also used to make him jump
and throw.
I did enjoy this game immensely but
when I jumped or threw something, my
man always fouled or fell over. It's worth
playing but I do miss the voice at the
beginning. S.LF.P.
This utility from Mike
Hart should help you
format numbers
MANY ROUTINES HAVE BEEN
published in the past to
provide a way of 'formatting'
numerical data so that the data
is rounded to the specified
number of decimals and to
ensure that the decimal points
line up when the data is printed
in a column. Many of these
routines are very long and
tortuous and may slow the
system down considerably if
there are a lot of numbers to
process. I therefore decided to
write a routine (in BASIC)
which would be as short and as
economical as possible, which
would approximate to the
speed of machine code
routines and which would
format fully even 'difficult'
numbers such as those
expressed in exponential
mode.
In particular, the routine
needed to:
— round both positive and
negative numbers correctly
avoiding the errors that are
occasionally introduced when
the CBM arithmetic function
processes certain numbers (
e.g. try to round 812.676144 by
using the INT(X*1000+0.5)/
1000 approach!)
— process numbers less than
±0.01 which would otherwise
be expressed in exponential
mode
— put in leading zeroes for
values between ±1 and -1 e.g.
to ensure that .7 is expressed as
0.7
— add a fractional part of
trailing zeroes to ensure
consistency so that to three
decimal places 2.3 will be
expressed as 2.300 and that 2
will be expressed as 2.000 for
example.
54 e
he routine presented here is
effectively contained in three
lines i.e. lines 3-5 and assumes
hat whatever number one
wishes to process has been
copied into the variable Z. The
other variables associated with
the formatting subroutine all
start with Z so that the
PRINT USING ON
THE 64
programmer can avoid
contaminating the rest of the
program. Line 1 sets up certain
default values but these may be
changed in the course of the
program if desired. The
demonstration is set up with
three decimal places (Z3), a
rounding factor of 1000 (Z4)
and a 'field-length' of 9 (Z2).
The string of padding blanks
(Z1$) can always be made
longer if desired and obviously
the GOTO at the end of line 1
points to the normal start of the
program. Notice particularly
that Z4, the rounding factor, is
specified exactly — if you
attempt a short-cut such as
Z4=10tZ3 then the result may
be internally stored in a slightly
inaccurate form and this may
introduce errors later on. This
is due to the fact that
exponentiation involves
manipulating the logarithm of
a number and some loss of
accuracy is potentially
possible. A 'balancing factor'
(Z6) is included to compensate
ror occasional failures to
round exactly.
The internal construction
of the program is as follows:
Line 3.
Makes a rounded string of the
number multiplied by the
rounding factor. Notice that
this works just as well for
negative as for positive
numbers. The 'balancing
factor' (Z6) is necessary due to
the fact that the CBM
interpreter does not force a
round before performing INT
and one has to correct this
deficiency. The balancing
factor is the smallest that trial-
and-error has demonstrated to
be effective for both positive
and negative numbers. If you
wish to demonstrate the
presence of the INT bug for
yourself then try the following:
PRINT 123. 4555*1000+. 5,
INT(123.4555*100O+.5)
Both should give 123456 but
the INT gives 123455 due to the
bug. The presence of the
'balancing factor' enables
numbers such as 123.4555 and
-123.4555 to round correctly to
123.456 and -123.456 respect-
ively. If you do not mind the
occasional inaccuracy caused
by the failure to round up then
you can cut out the reference
to Z6 in Line 1 and the whole of
the term Z6*SGN(Z) in Line 3.
This also has the by-product of
speeding up the whole sub-
routine by some 10% but
personally I would rather
sacrifice a little bit of speed for
complete accuracy, (inciden-
tally, the PRINT USING routine
in the COMMAND-0 chip will
fail to round a negative
number such as -123.4555 to
three decimal places cor-
rectly!)
Line 4.
Is only called into play for
numbers (positive or negative)
that are less than 1 and require
a leading zero to be inserted.
The effect of line 4 is to turn,
for example, -.123 into -0.123 or
7E-03 into 0.007. Numbers that
would normally be expressed
in scientific notation get
turned into 'normal' numbers
by this line but a similar
technique is not used for very
large numbers which generally
constitute less of a problem.
Line 5;
This line is one of the most
critical in the whole
subroutine. If we assume that a
Z of 123.4555 has been
converted to the string Z$ of
123456 (in line 3) then this line
inserts the decimal point in the
correct place, pads to the left
with blank spaces and prints
out the result (leaving the
cursor on the same line) before
RETURNing. It is obviously
necessary that integers avoid
this line altogether and that is
why they are taken care of by
the conditional statement at
the end of line 3.
How fast?
Given that care has been taken
to ensure that the routine is as
accurate as possible, how does
it compare with machine-
code routines for speed? In
order to make meaningful
comparisons, I undertook
some trials in which I
compared this BASIC PRINT
USING with (a) the COM
-0 chip PRINT USING in
a BASIC4 4032 PET (b) the
PRINT USING routine given by
Raeto West in 'Programming
the PET/CBM'. The results are
summarised in the table
below:
PROGRAM
MACHINE
AVERAGE TIME
NOS. PER SECOND
BASIC PRINT USING
C-64
0.0540
18.5
WEST PRINT USING
C-64
0.0411
24.3
BASIC PRINT USING
4032 PET
0.0518
19.3
WEST PRINT USING
4032 PET
0.0375
26.7
COMMAND-0 PRINT USING
4032 PET
0.0472
21.2
64 Utility
The BASIC PRINT USING
stands up pretty well to the
machine code opposition! In
the case of the WEST routine,
the routine works by
truncation and does not round
at all (and you have to do this
before the number is sent to
the subroutine) nor will it
attempt to process numbers
expressed in exponential
format (such as 1E-03J which
severely limits its usefulness. As
we have seen the COM-
MANDS PRINT USING also
has some deficiencies and will
also make a mess of some
exponential numbers e.g. 1E-
03 which is 0.001 emerges as
-03.000 to three decimal-
places! All in all, the BASIC
PRINT USING comes out well
in the accuracy stakes and also
accuracy stakes and also
formats and prints at some 19
numbers to the second which,
as you can see, starts to get
pretty close to the speed of the
machine code routines in any
case.
Use of PRINT USING
To incorporate this PRINT
USING routine into your own
programs it is best to type it in
exactly as shown from lines 1-6
(although lines 2 and 6 are only
given colons to assist
readability) i.e. the routine
should be at the very start of
the program. The reason for
this is that line 1 defines
variables at the very start of the
program and when these
values are called the internal
routines do not have to search
through other variables in
order to find them. For the
same reason, constants have
been defined as variables as
this, too, speeds up the entire
subroutine. These techniques
are applicable to other BASIC
programs as well where speed
is the essence. If you know that
you are not going to require
integers then you can cut out
the whole of the conditional
statement contained at the end
of line 3 and this too will speed
processing slightly.
To call the subroutine
merely copy whatever variable
you wish formatting into Z and
then call the subroutine with
GOSUB 3. You may consider
that this is a slightly messy way
to do it — why not use a user-
defined function instead? As
you might have guessed the
user-defined function takes
quite a bit more time to
process and therefore I chose
the 'copy' method.
If you wish to alter the
number of decimal places in
the course of the program then
you need to alter the
parameters of Z3 and Z4. To
effect the change, make Z3 the
number of aecimal places
required and Z4 the relevant
rounding factor. For example,
to rounato two decimal places
make Z3=2 and Z4 = 100 before
the subroutine call. These
values remain in effect until
you change them again.
Program listing
BftSIC PRINT-USING
>307"Z 1S='
1 2S* ll ~:2<>et23>3:Z8<>3!Z4>1000:Z3-.5iZ6*0.
e ■
3 Z»-STR«( INTC2a24-Z5*Z6aSGN<2 >>>■ IFZ3-0THENPR I NTR 1 GHT»< 2 I •
4 IFABS<2>< 1TH£NZ»-LEFT»<Z», 1 XRIGHTSC "000 " *MID*<2S,2 ) ,Z3 * I
5 PRINTRIGHT«<2 1 «*LEFT«< Z»,LEN<Z* > -Z3 > ♦ " . " «R I GHT«<2«,23 > ,28
6 :
10 K*RNDC-5>"N-!6»C-1
SO FOR J ■ I TONI X"EXP (RtO < I > 1 1 4 -3 ) >C " 2 "X I IF J<I0 THEN PRINT' ■
30 PRINTJ,X;SPC< 18 -LEN(STR*<X) > > J I A-T 1 " GOSUB 3 1 8 -B * < T I -AM PR
40 C-ClNEXTIPRINT
SO AV-B,'(Na60> "PRINT "AVERAGE" " ; AVI "SECS "
60 END
70 <
100 REM 2
1 10 REM 29
ieo REM ze
130 REM Z3
140 REM Z4
ISO REM ZS
160 REM 26
-IOOTO10
• 2».28>I IRE TURN
>
) I I RETURN
NT
ORIGINAL NUMBER CCOPT)
OUTPUT STRING
FIELD LENGTH
NO. OF DECIMAL PLACES
ROUNDING FACTOR
HALF -AO JUST <0.3>
BALANCING FACTOR
170 REM 21» -.STRING OF PADDING BLANKS
ISO I
ISO REM 3 DECIMAL PLACES BY DEFAULT
200 i
810 REM FOR DIFFERENT FORMATS MAKE i
280 I
830 REM 23 - DECIMAL PLACES REOUIREO
RELEVANT ROUNDING FACTOR" -
840 REM 24
2S0 i
860 REM 24
870 REM Z4
880 REM Z4
830 REM 24
300 !
310 REM E.G
320 REM 23=8124-10012
READY.
I FOR
10 FOP
100 FOR
1000 FOR
INTEGERS
1 DECIMAL PLACE
8 DECIMAL PLACES
3 OECIMAL PLACES ETC
FOR TWO DECIMAL PLACES
XIGOSUB 3 t PRINT
1
1S67. 23988
1367.240
8
-3074. 1367B
-3074 . 137
3
i8. 01 74446
12.017
4
-105.788891
- 105.787
3
IS6.BB093S
156.881
6
-7. I0634987E-03
-0.007
7
. 196348489
0. 196
S
-3413.883S3
-3413.884
3
480. 7 1706
4B0.717
10
-4 121 .7488S
-4181 .748
1 1
.04S458540I
0.O45
IS
-4633.52048
-4653.580
13
142.590985
148.591
14
- .998771898
-0.999
IS
8. 19395891
8.800
16
-.383167819
-0.383
AVERAGE ■ .05 SECS
I
A meander along your
favourite river may
take a nasty turn
when confronted by
F.C. Tour's grisly
IN THIS GAME YOU PLAY THE
pan of Joe, out for a quiet boat
ride at your favourite beauiv
spot. Suddenly you realise
that someone with a warped
sense of humour has set loosea
shoal of dangerous and
ferocious alligators, intent on
making you their meal of the
day.
Guide Joe through 4 waves
trying to steer clear of floating
logs, other boats, rafts, floatin
weed — but, above all, watc
those Gators!
When you reach the narrow
exit you have to guide joe
through the locks without
hitting the walls or over-
hanging rocks. There is also a
hole in the boat and you must
use the fire button to bale out
or (he boat will sink. You also
have a lime limit — so don't
hang around too long.
The time limit and water
level are shown at the bottom
of the screen:
I!
Time. ..WHITE
Water teveL.BLUE
Plug your joystick into port 2.
Normal joystick movement
applies on the lakes but on the
locks screen you can control
joe by:
Left reduce speed of boat
Right increase speed of
boat
Up increase level of water
You have 5 lives.
Program Information
Variables
E
V
Q
CO
TL
WL
L
S1.S2.S3
SYS 36864
SYS 37120
L1
LE
SC
53248 (sprites!
sprite locations)
colour of water level and time
imit
(time limit)
(water level)
(joystick port)
(sound)
(sound on)
(sound off)
(lives)
(lake number)
(score)
Type in parts 1 and 2separately.
Gator — Part 1
10-200
Music interrupt and data
29999-61000
Sprite data
62000-62030
M/C Hi-res clr screen
62050-62150
Download U.D.G.s
62155-62235
Sprites for title
62300-62570
M/C routine to move sprites
Gator — Part 2
0-50
Set variables
100-135
Set sprites pos.
600-999
Set lime and water level
1000-1099
Main routine
10000-10199
Screen 1
11000-11099
Screen 2
11100-11199
Screen 3
11200-11288
Screen 4
22000-22040
Lives left
23000-23155
Game over
30000-30199
Locks screen
60000-60998
Titles page
60999-61199
Music for title page
63000
Joe goes walkabout
64 Game
Program Listing Part 1
QUI OH 1
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158 DATA21. 154.38.22.227,38.25-177.48-28.214,28.22.227. 188.8.8. 28.23> 177.38
155 DAIA23- 177.38.32.94.38.28,214,38.25.177,38.22.227.38.22.227.38.28,214.28
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62113 OATAO. 44. 190. 235, 233, 234. 255. 234. 34. 51, 119,63.233,31-63,127
62126 DATA*. 12. 190.223- 127- 190. 12,0
62123 DATA1 , 1 1 , 7.47,31 , 191 . 127,233.255. 127.63.93, 13.23, 3,3
DATA20 . 62 . 233 . 235 . 233 . 233 - 233 . 233
223.223,0,247,247,242,249.248.49,3. 199.231,227
2-37,237,235.15.240.233.31,231.248.233
62i:
62135 DATA231.251.
62146 DATA183. 183. 183.219. 221 . 22
62150 DATA-1
62155 FC«1-0TO319 READA ' • . .• ■ i-i.A NEXT
62160 DAIH131. 233- 126, 103. 233. 224. 63. 224, 240, 31. 192, 126. 63. 120. 126
62165 DATA126. 32. »l. 253. 0.23-233. 0,13. 233. 0.3.235. 6. 0-233, 14. 0.233. 7 -240. 233. 19
62178 DATA252-235.97.252.233. 192.28. 127, 128,26.63. 192. 28.63. 255.252, 1 1 1 ,255
62173 DAIH246. 131 -233.240,0
bile* DATAO,
62103 0ATA233
20.7.255. 192. 15..
126. 192- 127
-O-k). 0.0- 8. 8.8.0. 32.0.46. 16 1 24 . 96 - 25 . 253 . 1 92 . 15
DATA126- 1
1 109 [91
1.2.173.230
5*007
DAT 02 1 . 06
.168. 21. t
10,0.20
DATAO. g,|
.8,0.0.0.
0.00. 60 0-0
192
540)1 DATAO. 51-48. 8. 12. 248.0
54012 DATA243. 12.0. 12-240.0,51
5*eu DHTHO. 20- 12. 192-21 >03- 192
54814 . - - ■ . 6? .248-2. 173,234. II
126-42. 189- 122.42
M015 DATAl.
34016 DATA250. 10. 191.234.2
54017 DATA21
54016 EATmO
173.
169
70
166-21 60
. 192, 13.143. 192.36,219. 192.20. 113. 192.26.3
62190 DATA198.28,223.284,13. 185.246- 15. 255. 246, 7. 105.246.6.224-224.8
62195 DATA6, 0-6- 0. 6. 6. 8.0. 0.0. 0.0. 8. 8, 8. 6. 32.0.0, 112.0,0, 166,0.0.248.0,0,248,0,8
62260 DATAl 12, 0.3. 234. 0,3-234. O,0. 112. 0,0- 248-8 8,230,0,0.232.64.0.249.192.0,127
62263 0A(A128.6. 233.0. 3-136.0.0
62210 DA* AO, 0.0. 0,0, 0.0. 8.6. 6- 8. 8. 8.6. 8.8,U.0. 4. 0,0. 1.30,16.0.235. 166.8,235.
62215 DATAl ,235,224.3,228.246. 3. 191. 112,3. 146. 112,3,128.112
^2220 DATM3. 128.46. 1 . 196.48.0.233. 160.8, 127,192,0.39.128,0.141,0,6
62223 DA TA0.Q. 0.0. 0,0.0,0.0.0. 0.0,8.8.8.8,8,8.8.8,0.0
62230 DATA7. 0. 0, 1 11, 240, 0,63. 232.0. 38, 8W.6. 31. 36-6
62233 DAIM29- 128.0.62. 126-0.62 0.0.62.0.0. 127.0.6. 156. 126.8.26.8.8.0.8.6.8.1
•2308 FORI-6T0255 READA POE49152" 1 .A NEX!
62316 DATA162.0, 169.8.208.24. 105,5, 157. 0.268. 201 . 240 - 157. 8. 208. 96
). 8.8.0. 0.0. 0.8. 0.0. 0.8
5*020 DA I »*) >0. 0.010.0. 0.0.0. 0.0,0.0. 0.0, 0.0. 8>0<0>0. 2.0.
34022 DATA64. 62. 173. 00. 14. 173. 80. 14. 47, 64, 14. 11, 192. 38
54024 DATA*. 0.0. 0.0. 6.0. 0.6. 6. 0,8, 0,0, 0.0, 6, 8. 0,0,6,0
54026 DATAO. 6. 8. 6. 8. 8. 6. 6, 8. 8-8. 8 8. 8. a. 8.0. 0.0, 0.0. 0.0.
54028 DATA64, 2- 175.80, 2. 173.00.2. 13.64. 14.
34838 DATAO. 0.8.
62320 DATR162. 6.169.
11.6. 10,47
,0-15
6***6 DATA162-
62346 DATAl 62-
62356 DPTH162.
169-
189.
286-24.233.5-157,0,208.261 .248, 137-0.268.96
200.24,233,5,157-1,208,201,240,137.1,208.96
200.24,103,3.137.1,208.201,240.137.1,200,96
201.200,144.2.169.203,137.248.7.232.224
0.0.0,0,0.8.0.0,3.
3. 192. 10.0.8,40,0,0,0.6
0.0.0.0,0.0.8.0.0.8
34032 DATA8. 0.8. 8-0- 0.0. 0 0. 0.0-0, O.O. 0.0. 0,0. 0,0. 0.0. 0,0. 3. 0.0. 13
54034 DATA64, 18,15.86.0. 15.86-0. 13.64.8.3.192.8
34836 DATAO. 8. 6- 8. 8. 6. 0,0. 0,0.0. 0.0. 0,0, 8.0.0. 0.0. 0.0
54181 DATA0,e.0.O. 136. 192.8-264 0.3,284.48.0.204.0,6,252,12.12.168.8
54104 DATA8.232. 3.46.232. 16.3.255-208. 195,87- 193.3-87,0,13. 16-48,204.16.0
5416? DATA13.0.0, 1.0- 192,48
54)06 DP TAB. 0,0. 0-0-8. 195.0-0-0- 0.0.48. 0.0.0,0, 0,0. 136.0.0
54112 DAIA204. 192.0.2*4.8,3.204
34113 DATA40.0.232.O.12.168.12
34114 DATAO. 232. 0.200.232.3.31
34113 BATA232.0, 13.87,0. 193.0?
54116 DATAO. 0. 19. 195,0. 16. 192
34117 OAIA40, 1.192. 0.1, 0.0. 0.12. 12. 0.0. 0.0. 192. 0.204,0. a. 48. 0.0
54201 DATAO. 0,0. 0.0,0.0
54202 DATAO - 0 0.6.0.4,0
54283 DATA16.30.170,134.166.170.132
34204 DATA4.0,16.166.170,132.38
54205 DATA170. 134.4.6, 16. 166,233
34266 DA'A154, 39.215.216.7.213,208
5420? DATA38. 235 152.166-170.134.4
201-211.144,2,169.200.137.248.7.232.224
is*. e
200.24.
163.1.
137.0.268.281
240,
137
it.
208
9*
109,*
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109,2
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240.
137.
0.
206.
96
169.1.
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233.3.
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240.
137.
Ii
H
189-1.
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1 09 ■ -
157,1.208.281
240.
137.
1
266
96
1,189.248.7,24. 165.
62353 DATAl. 288, 2*6. 96
62*68 0ATA1628. 189.240,7,2*. 103.
62*63 TjATAI .208 ■ 236. 96
62370 DATA162.2
62375 0ATAI62-*
62380 DATP162.6
62383 DATA162.6
62390 DATA162.il- 189. 0.200. 24. 103. 1.137. 1.208. 261. 246. 137. 0.206. 96
6239S DAIA162.13- 189.0.200.24.233.2, 137. 1,208. 261. 248. 157, 6. 266- 9*
62400 DMrfll62. 14- 189. 1.288> 2*. 233. 2. 157, 0.200, 201. 240. 157. 1.200. 96
62410 DATAI62.2. 109.240.7-24. 103.1.281 -214. 144,2, 169.21 1 • 137,240, ? .232
62*20 DAIA224.6.208.236.96
62360 F0PI-OT09 READA PU.E4»v»"
62310 FORI-6T038 READA PO*E4?3*0
62326 DATAl 73. 0.226. 32> 1 12, 193. 3
62530 DATA261 126.268.4.32.34.192.96.261.123.268.4.32,31.192.96.281.123.208,7.32
62348 DATAl?. 192- 32. 68. 192. 96, 261. 119- 208, 7. 32- 0.192. 32. 91. 192. 96, 96
62350 FOR1-OT024 READA PO.E45T66*
•>25«6 DATA32, 114, 192. 32. 131, 192> 32, 140, 192, 32, 163- 192, 32. 182. 192, 32, 199
62370 DATA192.32216. 192, 32.233, 192.96
63806 P0K190-2 POE631.13 L0A&
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i-'EHLV.
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PRECIS G
Peter Freebrey tries to
prevent fellow
adventurers from
getting lost in pursuit
of their goals.
WITH THE RIGHT PIECE OF
magical/technological equip-
ment, it is possible to see and
hear from afar. The past is
clearest, the present can be just
a little misty and the future can
be decidedly foggy ... but in an
effort to keep you at least
partially informed, the scrying
glass has been dug out of the
cellar and given a quick polish.
Sadly, causing mystical
black runes to appear on this
piece of specially pulped wood
fibre has no magic involved.
Technology takes it's toll and
by the time you convert this to
neural pulses, and translate my
apparent gibberish into some
form of understandable
communication . . . some of our
prophesies will already have
been proved true (or false!).
PSS get the Midas touch
PSS are introducing the MIDAS
adventure concept for the
CBM 64 — The Multl Dimen-
sional Animation System. This
appears to offer all sorts of
exciting facilities, including:
3D graphics, data compression,
a form of artificial intelligence,
mixed joysticks and keyboard
entry and expansion modules
for future games. The first
adventure using this system will
be 'Swords and Sorcery', which
appears from PSS releases to be
a rather fine example of 'mazes
and monsters'. Your character
may be developed in
traditional style and then
progress through further
Swords and Sorcery* modules .
. . . Sounds great — we'll let you
know when we see one!
Piecing adventures
together
Mosaic Publishing have three
adventure games for the '64
about to hit the RAM. "Erick the
Viking' has been written by
Level 9 and is a graphics and
text adventure based on the
children's book by Terry Jones.
Screen shots on the packaging
look good — so keep your eyes
skinned for this one.
Also from Mosaic, but this
time programmed by Shards
Software are: The Stainless
Steel Rat Saved The World' and
'Nomad of Time'. Both are
based on books bv well known
TALES FROM
RYPT
ig1
sci-fi authors, Harry Harrison
and Michael Moorcroft,
respect ively. Pre-release
review copies of these two
seemed to be a trifle slow in
response time. Final versions
may well be improved — watch
this column for the low down
Beyond midnight
Beyond Software have finally
got to the point of releasing
Lords of Midnight' (well
almost!) for the CBM 64. This
program has caused quite a stir
since it's introduction for the
Spectrum and is eagerly
awaited by us 64'ers. 'LOM'
crosses the boundaries
between an adventure game
and a strategy game and by
anyone's standards, produces
an epic saga. On the Spectrum
some 32,000 different views of
the landscape are claimed ... I
can't wait!
Talent goes West
Talent Computer Systems is a
new software house and
amongst its offerings is a mainly
text adventure for the 64 (sorry
all you other Commodore
owners — but thats the way the
bytes crumble!). Called 'West'
the program is set in and
around a ghost town in the
Wild West — you ). T. Edson
fans had better oil those
sixguns and check your
poncho's waterproof!
As this will be a regular
adventure corner, we hope to
foster a certain camaraderie
with you the reader. If you have
any views or news — let us
know. We might even be able
to HELP. Alternatively it might
be just as pleasant to learn that
we are semi-mortal and cannot
solve that problem either.
You are on a mud
bank . . .
What next? This is part of the
opening sequence that you will
find on entering 'Dungeon
Adventure' by Level 9. You can
of course 'thrash around' every
which way, to try and find
something — anything! — and
generally get the feel of the
game. Possibly some of us have
to 'get going', move and be
damned etc. But, if you are
planning to be a true
adventurer, sanity must return
and out should come pencil
and paper as you carefully start
at the beginning.
Incidentally, if you do have
a quick 'look around' before
starting seriously — don't
forget to QUIT first — if you do
not start from scratch you may
find that quick 'look around'
has used up some of a pre-
determined number of moves
. . . and the light/sun might go
out ... Or you may develop
blisters before finding the
bandaids etc.
As you move, study each
location description carefully.
There may well be red herrings
but many of the clues to solving
WILLOW
S. END ISLAND I
MIRROR
SIREN
the game will be in what you
see and meet (literally in the
better graphics games!). Some-
times the descriptions will tell
you which way you may move
— even if this is so, still try all
directions anyway. Some
programs have the phrase
obvious exits are:' I leave it to
your imagination as to what the
un-obvious exits may be.
Moving may sometimes
prove to be a puzzle in itself!
Most adventures will accept a
verb and a noun — in that
order: GO NORTH — some
will accept more complex
sentences and many will be
quite happy with single letter
entries for directions — N,S,E,
or W. Find out what your
program accepts. Why waste
time typing CO NORTH if you
can more easily use 'N\
Simple movement direc-
tions are usually no problem —
even if you do have to type in
GO WEST in full! What can
prove baffling is how the
programmer has interpreted
requests for other seemingly
simple actions. Try not to pet
too frustrated if what you think
is obvious was not so to the
poor old programmer. Ideally
each adventure should
recognise all the synonyms for
any given word, but memory
limitations alone preclude this
— just be patient and learn his
system I
There may be a location
hinted at, which appears
impossible to reach by using
the compass points N, NW,W,
Adventures
SW . . . some programs even
require NNE etc! Do not
despair, try ENTER 'XXX', or GO
'XXX', or IN 'XXX', or even
ENTER, GO or IN. If it's above
you try CLIMB, SCALE or
ASCEND — you did try UP
didn't you? I feel that the
simple obvious word should be
used, as I'm trying to solve the
overall puzzle provided by the
adventure, not trying to pass an
additional test on the English
language. I once got caught for
ages trying to put my lamp out
— otherwise it burnt the basket
I was trying to put it in! — OFF
LAMP, OUT LAMP . . . finally,
and almost at the point of
as mentioned earlier, there
may be a time/move penalty
and also in most games you
must learn by trial and error
what to do with what, when
and where.
Most adventures seem to be
split up into quite definite
sections. Having solved (you
think !) a section, if the program
permits, SAVE your game at
that point. This seems obvious,
but a surprising number of
people end up starting from
the beginning, repeating
dozens of moves only to be
killed at the same spot again
and again.
Fig 2
T
EDGE OF FOREST
LARGE TREE
EDGE OF FOREST
H
V
EAST/WEST ROAD
THROUGH FOREST
SLEEP
SPELL
EAST/WEST ROAD
OUT
WAND, COINS, DICE
1
giving up, EXTINGUISH LAMP
— ouch ! A Thesaurus is a useful
book to have on occasions.
Another thing to look for is
whether you have to type in the
lull word — or will the first 4 (or
3 or 5) letters suffice. It may
look cryptic but THRO CRUC is
much quicker to type than
THROW CRUCIFIX!
Be prepared to die or quit
fairly often. Partially because.
One standard puzzle is to
find something in section 'B'
that is needed in section 'A' to
locate something that you must
have in section 'C ! Again
SAVEing at some point enables
you to explore further down
the 'chain to 'suss out' what
may be needed back near the
beginning. Most programs
support the following
commands:
INVENTORY/LIST
LOOK
HELP
EXAMINE/OBSERVE
Displays all the items you are currently
holding.
Repeats the location description . . . worth
trying if you have just 'done' something,
you may see an object added to the
original description.
In some games this produces a clue (us
ually cryptic), in others it repeats a set of
instructions, and in still others you just get
a rude comment!
Very important ... if in doubt EXAMINE
everything. Clues, hidden objects and
solutions are the order of the day follow-
ing this command.
Displays current score, either as a number
or as a percentage . . . can often give you a
A grassy plain to the
north . . .
However well you may solve
individual puzzles, or find
valid clues — they are no use to
you unless YOU KNOW
EXACTLY WHERE YOU ARE AT
ALL TIMES.
Mapping is a personal thing
and there are several different
methods. Almost every system
you use is going to call for
Fig- 3
r
several large sheets of blank
paper! Try to be logical in what
you do and above all be
consistent. I use a series of
rectangular boxes which may
or may not be joined by lines
indicating whether there is a
connection between the
locations.
Level 9 kindly agreed to me
using 'Dungeon Adventure' for
the following examples. First
how to deal with one particular
location (fig 1).
The box represents the loc-
ation which is the SOUTH END
of an ISLAND. On the island
may be found a magical MIR-
ROR. The line at the south
of this location has two
arrows on it, indicating
that I can move to and from this
location in either direction.
SIREN' by the side of this line
shows a hazard or puzzle that
has to be solved before free
movement is permitted.
'WILLOW' to the north, with
only one arrow indicates
another hazard, and as there is
an arrow pointing in only one
direction — this tells me that I
cannot travel in those
from the north end of the
island! Lines with CROSS BARS
at E,W,NE etc show that I
cannot trav el in those
directions.
The two additional
directions that you should try
are UP and DOWN. I only
indicate these if they are
accepted. Looking at a slightly
larger section of the map we
have something like Fig 2.
Leav e yourself plenty of
room on the paper, so that you
can record such things as
SLEEP WELL' and. if you wish, a
brief note on how to overcome
the spell! If I find a location
where I am moving to another
'section', I usually write a letter
in the box and start mapping on
a new sheet of paper with the
same letter in the location I
have just moved to.
Above all be methodical —
check every direction. Some-
times you may only travel in
one direction from one
location to another, so only
one arrow will appear on your
map (fig 3). Always check to see
if you can return to a location
by the same path. Fig 3 also
shows how I record a path that
doubles back on itself to the
same location.
So, we have the beginnings
of how to approach a new
adventure — moving an
mapping. Next month we w'
have a look at one of the
adventure programmers
favourite tricks — the maze.
Again we must map it, but this
can prove difficult and calls for
a somewhat different tech-
nique.
Once again, we have
browsed through our
Commodore book
shelves to bring you
REFERENCE
LIBRARY
Book Title:
VIC 20 Mind Stretchers
Author:
I. Creasey
Publisher:
Sigma Technical Press
Price:
£5.95
DISGUSTED WITH THE HIGH
cost of VIC 20 games filling the
shelves of software retail
outlets and prepared to spend
a little time and effort tapping
away at the keyboard? Then
fork out the price of one game
for this book of 30 'mind-
stretchers' from Ian Creasey.
These games seem to have a
high destructive element.
There are bombs galore in
Bomber where your aim is to
bomb buildings and land while
avoiding the anti-aircraft
missiles, Submarine where you
have to bomb submarines from
a plane and Dumper where you
must protect an underground
city from the aliens trying to
bomb it. If your idea of fun is
confrontation with aliens and
assorted weirdos, then test
your skills at Alien Attack
where, while moving to the top
of the screen, you must shoot
the aliens emerging from the
bottom. Munchers where you
have to defend the town'sdyke
from the Munchers and
Zombies where you must lure
the zombies into the pothole at
the centre of the island.
Animals also feature with
Rhino where you must avoid
being eaten by the rhinos while
fleeing through the jungle. Cat
and Mouse where you must get
the mouse out of the maze
without being eaten by the cat
and Snake where you score
points by eating up green
numbers (why this obsession
with eating?!). Mr. Creasey
does produce the odd yawn
with such well-worn numbers
as Mastermind, Breakout and
Connect 4. But the book is also
spiced-up with such relative
VIC-20
MIND
complexities as Awari, an
African game of logic and
Hammurabi where, having
been appointed Hammurabi,
you must rule the ancient city
of Sumaria for 10 years. An
interesting addition is Life, a
version ot a simulation of the
life of cells. The book
concludes with a few useful
utilities.
Finally, although the
introductions to the programs
could be described as clear and
concise, I failed to discover the
'comprehensive notes' which
Mr. Creasey promised would
help in 'creating your own
programs'.
Book Title:
Mastering the Com-
mododre 64
Author:
A.J. Jones and G.J.
Carpenter
Publisher:
Ellis Horwood Limited
Price: £6.95
InHB
THIS BOOK AIMS TO
provide those readers, already
at home with the Commodore
64 and BASIC programming, a
deeper understanding of this
machine and its capabilities.
mmmm
The first chapter reviews
BASIC — BASIC keywords,
arithmetic functions, string
functions, logical operators,
input/output statements. The
reader is then shown how to
facilitate BASIC programming
through prints, string handling
and structured programming.
Arrays, binary searches and
sorting methods are incor-
porated into a chapter on data
manipulation and BASIC is
combined with the 6510
microprocessor in a chapter on
memory management. Sound,
graphics and sprites are
examined in detail before
discovering what the 64 has to
offer in the way of peripherals.
The authors get to the heart of
the 64 with a study of its system
architecture, the operating
system and the kernal. By this
stage, the reader should be
ready to handle machine code
programming — the internal
registers of the 6510,
addressing modes, interrupts,
using an assembler and a full
nstruction set. An insight into
the 6526 Complete Interface
Adaptor, the RS232 and the
registers of the 6526 chip is
contained in the final chapter.
Assorted appendices and
listings complete the book.
So, if you wish to expand
your BASIC knowledge and
fully exploit the possibilities of
the 64, this meaty guide could
be just what trie doctor
ordered.
Book Title:
Putting Your
Commodore 64 to Work
Author:
Chris Callender
Publisher:
Interface Publications
Price: £4 95
THIS SLIM VOLUME OF
business applications enables
the reader to put the
Commodore 64 to work as a
B
business system.
The first program. Word-
screen, turns your 64 into a
word processor, albeit a very
limited one with 10 commands
at your fingertips. Other
applications included are a
Database package whereby
you can store and retrieve
information on your Com-
modore and Cardfile to replace
your conventional card filing
system. Be spared unpleasant
confrontations with your bank
manager by keeping track of
your spending with Home
Accounts and, for those of you
with short memories, key in
short or long term engage-
ments with Planner of
Calendar. Mailing List and
Telephone Directory allow you
to discard that dog-eared
address book and Spreadcalc.a
spreadsheet package, and
Stock Control are provided for
more serious business
applications. The most useful
programs in the book are
chained together with BOSS
(Business Orientated Software
Svstem) at the end of the book.
Although these programs
cannot hope to replace the
more comprehensive packages
on the market, they should
appeal to the business man or
woman with limited needs and
a low budget.
Book Title:
The Sensible 64
Author:
David Hightnore and
Liz Page
Publisher:
Micro Books
Price:
£5.95
THIS BOOK CLAIMS TO
offer a less technical overview
of the Commodore 64 and its
various aspects than that offer-
ed by the manuals. It is aimed at
experienced programmers and
novices alike. Presented in a
very plain format and
produced in a simple style, it
proves that you don't have to
depend on glossy pictures and
obscure jargon to get your
views across.
The authors haven't
produced an absolute intro-
duction to the world of the
Commodore 64: rather than
covering the fundamentals of
programming or summarising
the capabilities of the 64, they
launch into the subject of
information input — tne GET
statement and the various
function keys. User-defined
graphics and, in a fair amount
of detail, sprites are then
investigated. The delights of
sal*** :
c ^»»VDu».
screen rolling, extended
colour mode, high resolution
bit mapping, X-Y co-ordinates
and bit map graphics and
joysticks are then examined
followed by an insight into
sound ana music on the
Commodore 64. Information
on disc drives and the graphic
capabilities of printers
conclude the book.
To sum up, although not for
those readers who don't know
one end of a computer from
another, this book, sensibly
illustrated with diagrams and
examples, provides a useful
introduction to most aspects of
the Commodore 64.
Book Title:
Getting More from your
Commodore 64
Author:
Mark Harrison
Publisher:
Sigma Technical Press
Price: £6.95
ANOTHER BOOK CLAIMING
to make some sense out of the
Commodore 64 manual. This
comprehensive volume takes
you from abacuses and Charles
Babbage through BASIC pro-
gramming, high resolution
graphics, sound and the
relative complexities of
machine code on the Com-
modore 64.
Starting with a brief history
of computers, the book leads
into a general overview of the
Commodore 64. It then guides
the reader through program-
ming techniques, Commodore
64 BASIC, the 64 functions,
character set and string
handling. Computer logic, the
64's memory and character
display mode are covered
before handling the more
intricate high resolution
graphics and sprites. Bring your
Commodore alive with a
chapter on sound and turn
your computer into a business
system with knowledge of files,
data storage and printers. The
book concludes with informa-
tion on data structures and
machine code programming,
and a list of useful appendices. I
found particularly helpful the
index to the programs used as
examples throughout the
book.
There are copious intro-
ductions to the Commodore 64
on the market but this one
seems to delve deeper into the
subject than any of its rivals and
should prove invaluable to
those readers who feel little the
wiser after scouring the 64
manual from cover to cover.
Book Title:
Getting started on your
Commodore/VIC 20
Author:
Tim Hartnell and Mark
Ramshaw
Publisher:
Futura Publications
Price:
£2.95
THE CREDIBILITY OF THIS
beginners guide to the VIC 20
lies in that one of the authors is
a schoolboy — the category
from which a large proportion
of its readership is probably
drawn. Unlike many so called
'introductions', this jargon-
free book really is aimed at the
E
332
novice: anybody else may find
the authors' approach rather
condescending.
The book starts where any
self-respecting beginners
guide should start — with an
overview of the VIC's
keyboard. It then guides the
reader through the basic tenets
of programming — screen
input, editing and printing.
Random numbers, loops and
subroutines are explored
before venturing into the
world of sound and music on
the VIC 20. Strings and data are
covered before tackling PEEKs,
POKEs and arrays. Finally, the
reader is shown how to add
graphics — user defined, multi-
colour and high resolution to
his programs. The reader is
encouraged to make construc-
tive use of his new-found skills
with the sample programs
liberally distributed through-
out the book.
To conclude, although this
book won't teach you all you
ever wanted to know about
programming the VIC 20, it
should give you the knowledge
and confidence to confront
some of the more technical
guides available.
Book Title:
Commodore 64 —
BASIC Programming and
Applications
Author:
Larry Joel Goldstein and
Fred Mosher
Publisher:
Prentice/Hall
International
Price:
£7.95
THIS BOOK PROVIDES A
comprehensive tutorial' on
programming in BASIC on the
Commodore 64. The text is
accompanied throughout by
programming applications and
exercises to test your progress.
The book commences with
an introduction to computers
and a look at the 64 itself. The
authors then take you, step by
step, through the BASIC
programming language. Each
lesson is incorporated into a
program and, at each level, you
are encouraged to 'Test Your
Understanding'. Before adding
loops and subroutines to your
programs, learning to input
data and manipulating strings,
and coping with random
numbers, the major Com-
modore peripherals — cassette
recorder, disc drive and printer
— are assessed. A chapter on
filing on the 64 is consolidated
with a do-it-yourself Word
Processor. You are finally
instructed to apply the
knowledge thus acquired to
creating graphics, designing
sprites and adding sound and
music to your appfications; and
try your luck
market with
in the games
a chapter on
creating computer games. The
book concludes by showing
you how to enhance your
BASIC programming with
Simons' BASIC.
The authors have produced
a clear and informative
introduction to BASIC
programming on the 64,
elucidated throughout by
appropriate examples and self-
test exercises.
9
4
on
E='
CASH CONTROLLER
COMMODORE 64
HOME BUDGETING
& BANKING SYSTEM
ON CBM 64 DISK AND CASSETTE
AUTOCALC 6'
COMMODORE 64
THE SPREADSHEET IN A | /
A professional style multl function Cash
Controller program. In disk format you can load,
and make an entry ... or update your existing
records ... In Just seconds. This easy to use
program can handle up to 400 transactions,
giving Instant statements of your bank balance.
BANK ACCOUNT
• Statements on demand
from any date to date.
t Holds up to 400
transactions.
• Standing order facility.
• All transactions can be
automatically coded to
allocate up to 16 budget
headings.
• Search facility for any
single item by description
or amount.
HOME BUDGETING
• 16 budget headings, e.g.
Gas, Rates, Car, Tax - you
can choose the headings.
• Highlights under/over
spending.
Full budget expenditure
breakdown.
• Budget "re-think"
facility.
LOAN/MORTGAGE
CALCULATOR
All you ever wanted to
know but didn't like to ask!
Calculates:
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• PRINTOUT FACILITY USING STANDARD
COMMODORE PRINTERS OR SEIKOSHA
GP100VC.
• FULL SECURITY WITH PERSONAL PASSWORD,
• SAVE DATA ONTO CASSETTE OR DISK USING
1541 DRIVE.
DISK £14.95 TAPE £9.95 (inc. P&P|
CREDIT CARD HOTLINE 06286 6353 1 (24 HOURS)
Please send me:
Autocalc 64 DISK
Autocalc 64 TAPE
Cash Controller 64 DISK
Cash Controller 64 TAPE
at £19.95
at £14.95
at £14.95
at£ 9.95
(Overseas orders add El. 50 P&P).
I enclose Cash/Cheque/PO. payable to Richard
Shepherd Software Ltd. OR please debit my ACCESS/ VISA
card No.
I
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Signature
| NAME _
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ADDRFSS
CLASS OF ITS OWN
Q ; Which spreadsheet is suitable for
accountants, engineers, scientists and home users/
A: Autocalc 64 Is Ideal for any application Involving
extensive manipulation of data and formulae from
financial planning to market research.
Q: Which spreadsheet offers an advanced level of formula
handling?
A: Autocalc 64 copes easily with trlgnometrlcal
functions, parenthesis and boolean logic as well as
totalling and averaging.
O: Which spreadsheet accepts complex conditional
statements?
A: Autocalc 64 can handle statements as complex as IF
aK4,000ORa1>8,000ANDa2 = 500 THEN bl =0.
Q: Which spreadsheet offers a flexible screen format?
A: Autocalc 64 allows you to select (I) column widths
from 3 to 30 characters (II) the number of rows/
columns you need (ill) up to 2,000 cells of Information
(iv) text or numerical entries lined up to the right or
the left, or a combination.
Q ; Which spreadsheet offers a choice of numerical formats?
A: Autocalc 64 gives you a choice of (i) Integers (if)
floating decimal point (Hi) currency (iv) any
combination of these.
Q: Which spreadsheet offers a full 'replicate' facility?
A: Autocalc 64 has an advanced replication function
for transferring text, data, formulae or conditional
statements from any cell |or block of cells) to any
other(s) without monotonous retyping. A go to'
facility will take the cursor instantly to any cell of your
choice — saving time.
Q: Which spreadsheet is easy to use yet advanced in
operation?
A : Autocalc 64 Is designed to guide you — helpful error
reports diagnose Input or formulae errors. A full
demonstration program and comprehensive
Instructions are Included.
Q; Which spreadsheet is compatible with standard
Commodore printers?
: Autocalc 64 gives you a printout facility using any of
these printers: Commodore 1515, 1525, MPS 801,
1 526, MCS 80 1 , DPS 1101, Selkosha GP 1 OOVC
Q : Which spreadsheet is 1 00% machine code for fast
efficient responses, and offers a choice of saving to disk
fusing 1 54 1 drive) or to tape using a C2N unit?
A: Autocalc 64 — as if you didn't knowl
Q: Which spreadsheet sells at a realistic budget price?
A: Autocalc 64 costs Just £ 1 4.95 on tape, £ 1 9.95 on disk
Inclusive of VAT and P&P.
Q : Where do I get one?
A: Ring us now on 06286 63531 (24 hours) to place
your ACCESS or VISA card order, or complete the order
form and send It to us today. (Prompt delivery
promised). Autocalc 64 is available only direct from
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CREDIT CARD HOTLINE 06286 6353 1 (24 HOURS)
FUWHOUH ;j ?StUMlMOrTLANE CiWlNHAM UOuGm BEAKS 1L (06166)63*31
Chris Palmer takes
another look at MIDI
and shows you how to
set up a system.
REVISITED
THOSE OF YOU WHO MISSED
last month's article must be
wondering just what a MIDI is.
Well, it's not animal, vegetable
or mineral, it is in fact a Musical
Instrument Digital Interface.
What MIDI enables you to do is
lo interface various musical
instruments (usually key-
boards) together. Information
from one source can then be
passed to another and vice
versa.
For many, the most
important feature of MIDI is
that it also enables you to plug
these devices into a computer.
This means that your computer
can record what you do on any
keyboard which is attached
and, if you want, play it back on
any otner keyboard which is
attached.
Because a computer is very
good at manipulating
information of any sort once it
is stored in its memory, it isalso
possible to edit or change the
musical information. This is
obviously a great boon to both
Erofessional and amateur alike,
ecause we all make mistakes.
You don't even have to be
able to play a musical
instrument to use a MIDI/
computer system. The note and
timing information for your
composition can be entered
using the computer keyboard
and then played out through a
MIDI device attached to the
computer, a sort of space-age
player-piano if you like.
So, that briefly is what MIDI
is. Now let's have a look at how
to go about setting up a system.
Setting up a system
For the purpose of this piece
we are going to take the
Commodore 64 as being the
basis for our computer/MIDI
system. Why the 64 you might
ask? Well for the simple fact
that the 64 is one of the most
66 popular computers around at
the moment, and therefore a
lot of the development of MIDI
interfaces and software is done
for the 64. So, having agreed
that the 64 is the heart of the
system, lets consider what we
need in the way of a mouth.
E
When buying an interface
of this sort, you have to apply
similar criteria to when you buy
a computer: chiefly, what
software is available. You don't
want to land yourself with a
system which isn't going to
grow with you.
A lot of the companies
producing interfaces are
themselves producing the
sotware to accompany them.
This at least means that the
software will run alright with
the interface, but it does create
other problems. Because the
software authors are so
involved with the design and
development of the interface,
they often lose sight of the fact
that it is the ordinary punter
who is going to have to use the
thing. Quite a few of the
packages which I have seen
nave been less than friendly in
places. Moreoften than not the
documentation and examples
given in the manuals are
misleading as well.
Given that we are a nation
of tinkecers, it might also be
worth your while finding out
how accessible both the
software and the interface is to
Crying programmers. Who
nows, you might even be able
to sell your creation back to the
company. Try and find out
what the companies' future
software plans are, and
whether any other software
companies are writing for the
interface.
Ins and outs
The purpose of an interface is
to pass information from one
place to another, so let's have a
look at what your interface
should have in order to talk to
the outside world.
For a start it should have a
five-pin DIN socket labelled
MIDI OUT. This is essential
because, without it, your grand
composition will have no way
to travel to the keyboard in
order to be played. Don't
worry if the interface has more
than one of these, it just means
that the interface can talk
directly to more than one
keyboard at the same time,
without having to resort to the
rigours of MIDI THRU.
If you want to be able to
send MIDI information to the
computer from a musical
keyboard, then you will need a
MIDI IN. This works in the
same way as a MIDI OUT, only
backwards. You should only
need one of these, because
unless you are a closet Rick
Wakeman. it is unlikely that
you will be using more than
one keyboard at a time to
program the computer.
Though not essential,
another connector you should
look for is SYNC or CONTROL.
With one of these you will be
able to play back any
compositions in time with an
external source. More often
than not this will be a drum
machine or rythmn box, which
provides a trigger signal out for
just this purpose. Unfort-
unately you can't synchronise
with a real drummer, as these
will no doubt take exception to
having a jack plug rammed up
any available orifice.
The last connector you
might run up against is one
labelled MIDI THRU. What this
does is provide an exact copy of
the information being passed
to the interface via the MIDI IN
socket. The real advantage of
MIDI THRU becomes apparent
more on the keyboards than on
the interface. Using it you can
'daisy chain' several keyboards
together in such a way as there
will be no discernable time-lag
between you playing a note on
the first keyboard and it
sounding on trie last.
Above all when buying the
interface, make sure that it will
do what you want and, if
possible, have it demonstrated.
Sorting out the
software
Carrying on our journey from
the heart, via the mouth, we
arrive at the brain. Here really is
where any system stands or
falls, on the quality of the
software. It is very difficult to
lay any firm guidelines here
because everyone has a
different idea of what they
want to do with a system.
Hardware
► % * * •
Al the moment MIDI
software falls into two
categories: composer pro-
grams which record, replay and
edit musical information which
is sent down the MIDI bus
from an external keyboard, and
those which perform similar
functions, but who take their
input from the computer
keyboard.
The prime consideration for
any program is the amount of
storage space that is available
for the note information. It isn't
worth having a program which
can drive 16 keyboards, edit
any part of the tune and make
the tea, if it can only hold ten
seconds of music. For a
composer program to be any
good you need to be able to
write more than one part into
it, and then have them played
back simultaneously. If you are
after one of these 'multi-track'
packages, then find out the
limits of how many tracks you
can use, against how much
note information can be stored
on each track.
If the package does not use
a MIDI keyboard as an input
device, find out what system
you have to use to input the
note information. It would be
pointless buying a package that
uses standard musical notation
if you do not know how to read
music.
If it is a multitrack package,
then find out whether each
track can be sent to a different
keyboard as one of the big
bonuses of a system like this is
the ability to write on one
keyboard and play back on
many. Above all, when you
choose the software, have a
firm idea of what you want to
do already in your mind and
then make sure that this is what
the package can do.
Choosing a keyboard
Leaving the body now
(probably through the nose)
we journey into outer space in
search of the device which is
going to turn our wonderful
composition into reality.
Be warned, the syntnesiser/
keyboard market is nearly as
bad as the Hi-Fi market. Walk
into any music shop and you
will immediately be assaulted
by row upon row of shiny
keyboards, crammed full of the
latest in LEDs, LCDs, VCFs,
sliders, benders and triggers. If
you ask a shop assistant for
some help you will soon realise
that the computer industry Is
not the only place that survives
on jargon and buzzwords
For a lot of people the
criteria on which a keyboard is
bought is purely price. The
problem is making sure lhat
you're getting the most of what
you want for the price.
Obviously, the prime
condition that the keyboard
must satisfy is that it must be
MIDI compatible. Like the
interface, it must have both
MIDI IN and MIDI OUT
sockets. Find out whether the
keyboard can change the MIDI
channel it responds to. This is
particularly important if you
intend to use more than one
keyboard with the computer.
For instance, if you have two
keyboards with the same MIDI
number attached to the
computer, it will not be able to
differentiate between them.
This destroys the advantage of
being able to play back a piece
of music, with different parts
being played on different
keyboards.
If you are not yet
conversant with how a
synthesiser works, it would be
best to buy one of the MIDI
equipped piano/organs which
are on the market. If you intend
to get into synths as well there
are plenty which offer pre-$et
of pre-programmed voices
whicn will get you going.
Find out what information
the keyboard sends out via
MIDI. This can range from only
the note value and duration,
right up to the parameters that
make up the sound.
As a rough guide the
keyboard should send the
following information: the
notes which are being played,
the position of the pitch bend
control (if it has one) and any
voice/program changes which
occur. With this information
coming through MIDI you
shouldbe able to record on the
computer every aspect of your
performance on the keyboard.
It is best to check that the
keyboard will work with your
computer/interface/software
as some combinations will not
work, despite the fact that
MIDI is supposed to be a
standard.
What's around
Hopefully now you will have
more of an idea of what you are
after when putting together a
computer based MIDI system.
To help a little further, here are
some interfaces, keyboards
and drum machines which
would be a good place to start
yourself off on the road to
computer composing.
Interfaces
Sequential Circuils Model 64
Sequencer
This contains all the operating
software in ROM and plugs
into the expansion port of the
64. It has MIDI IN and OUT
along with facilities for
syncronising it to an external
source. It can be programmed
in real-time ana offers
multitrack recording, editing
and auto correction. It has a
capacity of upwards of 4000
notes in real time. Proposed
software updates include step
time input. The price is
between £150 and £180.
Siel MIDI Computer Interface
This interface comes supplied
with a two way adapter which
will fit both the 64 and the
Spectrum. It features three
MIDI OUTputs, one MIDI IN
and a MIDI THRU. It also has a
control port for external
synchronising. The software is
available on disc or tape and at
the moment comprises a six
track monophonic sequencer
where the note information is
input from the computer
keyboard. Also available is a
sixteen track real time
sequencer in which each
channel can be assigned to a
different MIDI device. The
price of the interface is around
£99.
Keyboards
Korg Poly 800
This is an eight note poly-
phonic synthesiser with 64 in-
ternal memories. The sounds
are a little thin sometimes
but are on the whole
very good. The MIDI
cnannel can be changed and is
implemented througn a MIDI
IN and MIDI OUT socket on
the back. The Poly BOO is
available also in the form of the
EX800 which is a keyboard-less
expander unit. Its features are
virtually identical to the Poly
800 except lhat it lacks the
keyboard and the bend
control. The price for the Poly
800 is between £400 and £450
and the EX800 between £300
and £350.
Siel MK900
This brand new keyboard from
Siel features 10 preset sounds
of which any two can be split
between different places on
the keyboard. It also features
an inbuilt rythmn unit which
can be programmed. The
quality of the sounds is quite
good considering the price of
around £449.
Drum machines
Yamaha RX15
A very good digital drum
machine which can actually be
played from a keyboard via
MIDI. It has the interna
memory to store 100 patterns
and 10 songs made up of 255
parts. MIDI IN and OUT are
provided, making it possible to
record and play back patterns
using a computer. Price is
around £450.
E
MULTIPLE
FILECOPY
a long process. Take
out the strain by using
this program from
68
IF YOU OWN A SINGLE
disc drive, you will soon
come across the problem of
backing the disc up. Even if
you own two drives or have
access to a twin drive, there
is a need for a good,
selective back-up pro-
cedure. There are several
program s available to do
this but all of them require
several disc changes. In fact,
the minimum number of
disc changes for backing up
an entire 1541 disc is three
because the Commodore 64
can hold about 62K of data
at a time and a 1541 disc
holds about 165K of data.
Another problem with
these programs is that thev
are often difficult, conf-
using and clumsy to use. The
enclosed program goes
some way to solving these
problems. You will notice
that apart from actually
reading a file and writing a
file, the program is written
entirely in BASIC thus
making it easy for you to
improve on it and aad your
own extra commands and
functions. If you select one
of your discs that you
require to back-up, you will
probably find that you only
really need to take a copy of
about half the files
contained. This will arise
due to several reasons:
perhaps you alreaady have a
copy elsewhere, there may
be several versions of a
program you are writing on
the disc and you only need
to take a copy of the latest
one and so on.
Drive on
The program will work for a
single drive, two drives on
different device numbers or
MULTIPLE
JLECOPY
lAinnibrE
for a twin drive. The facility
is given to header the disc
you are copying ontoso you
may use a brand new
(unformatted) disc. If you
have a single drive then you
will simply press Return
over the first four questions.
The directory will be read in
and listed to the screen.
Displayed will be the file
name, the file type and a 'y'
against each name to
indicate whether to copy
the program or not. Trie
program will not copy
relative files. You may now
cursor up and down the
screen and enter 'y' or 'n'
against each entry. If you
cursor off the top or the
bottom of the screen
(assuming that there are
enough entries) then the
display will scroll. If you
press V or HOME the
cursor will move to the top
of the screen. When you
have finished, press the 'e'
key.
Having pressed 'e', the
files to be copied will be
listed to the screen with the
amount of space taken by
each, then trie total buffer
size and the difference
between this and the sum of
the programs' size will be
printed. The chance to re-
edit the list is then given. If
there is enough buffer
space then the answer to
this question is defaulted to
'n'b. If there was not
enough space then an error
message is printed and the
answer to this question is
defaulted to 'y'.
The copy will proceed
when you are ready and at
the relevant time you will be
prompted to insert your
destination disc. Any disc
errors are reported and if a
file already exists on the
destination disc, the option
to overwrite it is given.
64 Utility
Getting lined up
Lines 100 to 140 in the
program listing bring down
the top of memory (which
you will have to reset having
run this program), set a
pointer to where to put the
machine code and also set
the buffer start and end
points. The buffer is the area
that the files from the disc
will be stored in. Note that
the full capacity of the
Commodore 64 's memory is
not being made use of here.
Also note that by changing
these pointers, this program
will run on any Commodore
machine.
Line 150 allows up to 80
files to be read in from a disc
which should be more than
enough. If it is not enough
the program will crash with
a bad subscript error and
you will have to increase all
of the '80's on this line to
cater for this.
Next in the program, the
machine code is read in
from the data statements at
the end of the program and
POKEd into RAM. This
machine code simply reads
a complete file (sys p+3) or
wriies it (sys p).
Lines 200 to 300 ask for
the information about your
drives and gives suitable
defaults. The directory
pattern is the same as when
you load a directory from a
disc. Thus 'fi*' will return all
of the file names startin
with 'fi', '*=p' means a
program files and so on.
Lines 400 to 599 read in
the disc directory. If you
look at this closely you will
get the idea of how the
directory is stored on disc.
Line 460 is calculating the
file length for instance and
lines 490 to 500 get the file
name.
Lines 600 to 699 allow the
editing of the program
names. It is here you could
perhaps add another
function — maybe one to
make the cursor go to the
bottom of the screen and
then to the bottom of the
list.
Lines 700 to 799 list your
selected files to the screen
and check on buffer size
etc. and lines 800 to 2000
actually do the copying. The
data at 61000 is for the
machine code and lines
63900 onwards save this
program to disc keeping
one back up copy of it.
Program Listing
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irem aS ■ ipace or tVi on
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2000 print.i - ■ ABUttTEO* i end
data 2*. I **.*(. I '). 121,2, 1 11.91
data 17). 129.2, I S). 99, 1(2, I , 17 *
tela '2,221. 2SS.I4S
d.ia 91.2)0,91, 101.2.2)0.99. 1(S
I0S0
I0SS
10(1
1070
tela
data
(1020
(1010
(10*0
(10)0
(10(0 data
(1070 data
(1010 data
(1090 date
(I 100 data
•> 1 1 10 data
41120 data
4S900 open
I SO. 2*0. 2)9. 1(1,91, 1*1 . 1)0.2
US. 99. 1*1 , 1)1.7. )2, 20*. 2SS
94.17). 121, 2. I)). 91, 17). 179
7.I)).99,I(2,I.)2,20I,2SS
1(0,0.177.91. )7, 710. 2)), 2)0
91. 201, 7. 2)0.99, 1(1,91. 20)
I )0, 2. 20I.7K, U). 99. 20), 1)1
2, 20«, 229. )2. 70«.2SS.94, I '0
I Si tS*'mlc(*-ipiinia*l ,-.0i *IS
t)970 ■ - . "t S~.bak:-f S.gotub4)940
09*0 sa.ef-Oi-. tS).t:gosub()9(0iend
4J940 geiMI .aSip'intaSii ilaSOchrSf i))incn()9(0
bak"igoiub()9(0
unexpanded VIC 20
game from Andrew
■■■■
The aim of this game is lo shoot
as many aliens as possible while
dodging ihe stars. The game is
operated with the following
keys:
J = Left
K = Right
Z = Fire
Alternatively, you can use a
joystick with the fire button to
nyperspace.
SPACE
BATTLE
Line number
3
6
9
14-16
18-22
23-24
25-34
35-44
44-54
57-60
61-66
67-72
77-90
100-108
Action
Prints your score and the
number of lives left
Draws approaching stars
Draws aliens
Moves your ship
Reads keypress
Controls shooting
Sets screen
Sets your shooting and goes
to instructions
Instructions
Starts game
Gives score plus play another
game routine
You get killed
More instructions
Sets data for graphics
/ ■ .
Vic Game
Program Listing
: 001078
3 Mim-«C -$.8PC<S>-LV -, FOB I- 1 ICV PSINT* , " , NEXT P0KE214.21 PRINT RETURN
4 J-l
3 FORI*>1TOU
6 P0K£B'22->RNTJ(T1>,46 NEXT
7 00SUB3
8 F0RI-1T0U
9 l-RN0<TI)t2e 1FKU4STMEN30
10 |F(K2TMENF0IH-nO5« NEXT
11 POKES- 32 WIN!
12 G0SU83
13 OCTRt Jl-f«K<M) POOR*. 127 J2rf«K<PB> P0KERB.233
14 lF(»tf--J"«<JlHHD16»-e>»*I«>79oeiMEN«-H-l
15 lF<M--K'0»«J2*DI28--e)FWDfl<7921TMtH«-B.l
16 1F<H«-- •'0B<JlfWD8)-e)IKN18
17 001028
IB lFKV-WNrNI«r»eMHV-l MT-MT.l 00 T 02 7
19 IFHV-ITHENHY-0
20 IFHV-1IMEK27
21 IFPEE»<rt>-4«TH£Nfc8
12 POKER. 39
23 LK"PEEK(»*22> L0-PEEK<R»44> Jl-PEEK<Pft>
24 JFL0O32«ND'A»-' , Z"0RtJlRHD32i»*'«HM.0<>46ANDL'O46THEN34
25 IFL032TMEN2?
26 IF<LK"460RL'»6lORLK-620RLt-6<>;TMEH65
27 »1 IF.K2O0TMEN5
28 U=U«1 00104
29 POKEW.0
38 ii-B>iHT<2i»*mD<ii'> rn-PMD<Ti>
31 IFTM>.4TMENBOkEn.60 POKEN.30720.6 GQT0I I
32 1FTH>.IT»«W>0»EN.61 POKEH-30720. 4 00T011
33 P0KEN.62 POKEN»30720.5 00TO11
34 L-R>44
B lFP£EML>"60THENS-S-20 00TO38
36 IFPEEV<L)*6inCNS-S>4e O0TO39
62TMEN">»S-60 00TO38
P»EL.42 POKEL'30720. 1
39 lFFG-0HNlJS>"730THENLV"l.V*i FO-I
40 P0«EV. 13
41 F0RI-222T0238STEF2
42 PO-EL30 POKEU.l R0KEL.32 P0KEL.3© P0»EM.fl "EXT POKEL-22. W
43 G0TO27
44 PBIHTTT POKEX,9 PRIHTTAB(3""IBIim.TRUCTlONS* PPINTT*B<6>-*"#)IE[J
43 PPI»TTRB<7)*«- VClj"
46 PPlHTTFlB<7j-nca 26 PTS"
47 PPIMTTfiE i 40 PTS"
4Q *»IMT t«B' f > ^TS*
49 PRINT-BfcCORE 730 FOP EXTRA ,'
37 IFPEEKa;
38 POKEL-22- 31
0 PRlMfBVOU CRM 00 MVRER-sfACE* PRINP'ONLV TUICE"
"PINT-BVOU HOST FIRE «T THE-
FOPI-ITOIO000
FRIHT-.TtC -
PRINT-IP -■
FP1HT-B ■ ■
ICXT G0TO2
SPRCE BATTLE
»*■ C
BETURN
nwiMi* ""inr-.r mrt.-. 14 b»
»QRI"1T024 PR I Ml NEXT
.1 i
PPIIIl-FRONT C* 'HEM'
io=o H-r«n E-diC4
38 0Oy)B3- FOPI-1TO.-O0 HEM RETURN
5» KKER-23.2S POKEfl-22.27 POKEA-21,^9 Fi>X2l4. 18 PRINT RE'UPH
(0 KKEX.23 GCSUB3)
61 F*[HT-«BO V9-J WORED "S
62 IFS>HITMENHI«S
*3 PRUIT-M8 HIGH SCORE "Ml
64 PR|IITTRB-4,''M-PlAY RGAJN V/H-
63 OETM :FM-""T>«JI65
66 lf8I»-H-THENl«
67 »9«FRE(0- 00T01
68 FOKEA-30720,4 POKE36&77.128
F0RI-13T0OSTEP-I
re pobxv. i
71 FOkEA.30 F0PO-1T0W MEXT POKER, 42 « 0*0 ■ IT 030 NEXT NEXf
72 IV«LV-| R.79I1
73 IFRIOHTITl^'O-TS-THENlOO
74 POKE36877.0 POkEY 0 POKEX. 14 PRINT-X
73 1FLV-OTHENOO1O60
76 GOSUB39 0CSUB3
77 FORI-ITQ800 NE>T OOT013
78 ROE 36679,217 BOX650 129 Z**"8V RHDREU KWTH' 0OSUJ53
79 F*IMTTHB(3'"W2f
68 '*l MTTRB<3<"BBX>E JOYSTICK QR-
51 PPItlTTRB<7;"«lJ LEFT*
82 RRINTTRB'7."* RIGHT*
&J PBIMTTRB'7>"«Z FIRE'
34 P»INTTRB'3 ••'•SPflCE HYRERSPHCE"
85 PRINT 'rati ENTER SMU 1-6*
£6 CETRI !FA1»"-thEH86
87 IFflSC<A*X490RASC<fW'>34THEir>:
38 U-VflUnl.> MT-0
89 RPiH'irtB' i8?-iru o»so ifrtmtheh;
38 PRIIITT(4B<3>-WTn PLERSE MBIT"
91 KKE9 1.255 PQKE52-27 P0t£S?..255 P0KE56.27 POKE214.U U.R WHMX<214* RT"I
92 U«36876 X- 36879 V- 36678 2t«"B¥ RIIE*EW MOTH" P*"37l3l PB-37132 »B»37134
A.0
93 F0PI«OIO472 POKE7163-l.PEEt> -2768-1' MCXT
94 F0RI-OT03I
93 READS
36 MKE7C41*I.R hEXT
97 FOP1«0TO33 REROA P0'E7?84* I R ICXT
98 POKE 36869 . 233 POtE36866.IEf I 368*i6'0Rli8 00T044
IA1A60. 24, 133-233. 133,24,24-8
J00 DATA0. 24-68. 126. 233-24. 36-66
181 DATA24. 68, 126, 253-219,193,126. 66
102 BA1H24. 60-102.231-233.36. 66. 36
103 DATA253. 255. 165255. 233, 255. 129-0
104 DATM8. 1.63, 127.213-233, 1J7-63
105 K-TA0, 128,252,^54. 171.253.234.232
106 CATA82,8. 133.32.4. 143.4.82
107 EATA8. 4.2,4,8. 16.8.4
108 POKE63O.0 P0KC36869-248 POKE36866, 130
RERDV.
P(* EC
E
Dave Burnett helps
Your Commodore
readers to design your
DESIGN 64
TYPE IN THE PROGRAM AND
save it before running it. Ensure
that the DATA in lines 1140-
1210 are typed in accurately as
this is used in a routine that
Dlavs an important part.
This program contains
a routine that transfers both
character sets into RAM
starting at 12288. The BASIC
program (well REM'd)
occupies RAM from 2049 to
10275. As the operating system
uses spare RAM for BASIC
Variables etc, the pointer (End
of BASIC) has been set by
POKING 56 with 65 protecting
the program and the Character
Data.
The program makes use of
the Function Keys (1-8) and also
uses the CBM Key in
conjunction with the Function
Keys giving a total of 12
controls which are displayed
on screen, with general
instructions (LINES 1300-1710).
When run the program
transfers ROM to RAM via the
machine code routine (LINES
1130-1210). useful in itself.
Characters 0, 254 and 255 (in
both POKE sets) are used. All
other characters can be
changed.
The screen displays the
character number (as well as
the character) and the start
address (in RAM). Having
selected the set and the
character, keying F5 will display
an 8 by 8 grid on the left, an
enlarged version of the
character and the data making
up the character. A second
empty grid is then displayed
and a new cursor (non-
flashing) at top left. This curosr
can be moved up, down, left
and right (with wraparound
control). Stop moving the
cursor and press the fire
button; the cursor becomes
solid. Now moving leaves a trail
which can be turned into any
shape desired (press fire button
again to revert cursor to
normal).
When finished designing
your first hew character, keying
F7 will set it to memory and you
can see the result (if satisfied);
keying F8 will transfer the
machine code routine and
your new character to tape,
provided you have a tape ready
(changing this to disc use
would be straightforward, see
LINES 6000-6240).
Then "proceed with your
next character etc saving each
in turn on the same tape
(second and subsequent
savings); save only character
data. Each character is saved
separately (OPENed and
VARIABLES USED
FK — Function Key (PEEK ADDRESS)
FS — Shift Key (PEEK ADDRESS)
JS — loystick (PEEK ADDRESS) Port 2
GL — Grid Left (SCREEN LOCATION)
GR — Grid Right (SCREEN LOCATION)
C — Colour Value To Add To (PL)
S — Start of Characters in RAM
A — Character Used for Grid (REDESIGNED)
PL — Place (SCREEN LOCATION) for Cursor
CO — Colour Screen
CT(J) — Array for M/C Transfer Data
GC — Grid Colour (SCREEN LOCATION)
NC — New Character Count (SCREEN LOCATION)
NV — New Value Count (POKE VALUE)
NX — Bit Value Count
PA(K) — Poke Address (NEW CHARACTER) Array
CV(K) — Character Value (NEW CHARACTER) Array
CH — Character (PEEK VALUE) Transfer
G2 — Grid (SCREEN LOCATION) Transfer
ZZ — Used for Counting in Save Routine
BC(J) — M/C Data Array in LOAD Routine
BV(j) — Data Value Array in LOAD Routine
CLOSed). When finished, key
in CBM and F2 to close save
routine.
There is a short program
(LINES 9000-9130) which can be
copied and run independently
which will LOAD the machine
code routine and your
characters. You can then use
your characters within your
program and you lose your
characters.
If you break out of the
program, to try out your
characters clear the screen and
type GOTO 2030 (which puts
you back into the program
without losing your char-
acters).
PfOftrjm titling
100 REN **•• DESIGN 64 •«••
101
102 REM •••• BV Ii. EUPPIETT ••*•
163
IW FEH «••• AUGUST 1984
163
iet »em ••>■ isicc bvte;
12©
121 PEN VARIABLES USED •■«
123
130 POKE53281.© P0t;ES3;ee-6 ''0«t S4>6
140 FX=|?7 FS*653 JS-36320
13© GL«I3©4 0R-I324 C-34272 CC-1
160 SM228S A»233 PL*1324 CO-PL «C
170 sRu-anmnmimnRMi"
188 SSI""
l?0 DIIKTCW)
: .him
1010 REN ••»* ChAPACTEFS ' -El
i 0:0
1030 PPIHT CHRi<l4?>
1 966
ioto
1030
1090
1100
1110
1120
1130
1140
use
1 160
1170
use
1190
1200
1210
1220
1230
1231
1232
124©
1230
1260
1270
1288
1290
1295
1300
1301
1302
1318
1315
1320
1330
i
1330
1355
1360
1370
i sn
1390
ii w
1410
1420
1430
1440
ISM
1520
1530
:
1560
ive
] V-,,
i >:.oc
1610
1620
-.
1710
PEN CHARACTER <fl> SETS I MID 2
REN USED FOP CP1D.
PEN* CHARACTER (254 4 >
"EH SET 1 AND 2 USED AS CURSORS.
PEW «M CHARACTER TRAHFER DATA
F0RJ-0T037 READX CTcJ>-X POK£49|32*J . X NEXT
DP.Tfll20.16S. 1.41-251. 133. 1, le?
DATA©. 133. 25©. 1 33. 252. 169. 208- 133
DATA231, 169.48. 133-233. 160-0
DATAI77-25©. 145. 252.20©. 208
DAT A249 . 23© . 25 I 230 . 253 . 1 62 ■ 224
DATfl228. 231. 268. 239.163. I. 9-4. 133
DATAl. 88. 173-24, 208. 41, 240
DATA?. 12- 141.24.206-96
3VS49I52
PEn ••■* GRID CHARACTERS •••*
POrt 12288, 255 F0PJ-6T05 POKE12289-I. 129 NEXT POȣ12289*I. 253
P0»El4336.2S5 FOPJ-OtOS FOE 14337* J. 129 NEXT RO*EI4337*J.233
p-14328 rokep.255 pokep*7.255 pokepm-129 p0kep*6129 pwep*2. 153
p0kep'3.i53 pokep-4.189 foep.3- 189
pm6376 pokep-253 pohep'7.255 f0kerm.129 fokep-6- 129 po> ep-2. 153
p0kep*3 . 1 33 p0>ep'4 .189 po*er*3 . 139
fort--et07 p0ke14320*j.233 poke 16366* i- 233 next
rem instructions
print-si character msignepj-q-
"H'"" :i a -■■ ■ i ">n
PPlNT"Fi ADVAttfE CHARACTER SELECT*
PRINTS — RETARD CMAPACTEP ;ELECT"
PRINT "FS — DISPLAY CHARACTER GRID"
PR I NT "F 7 SET RE DEFINED CHAPACTERB"
PRINT-NOTE » USE SHIFT KEV Atffi FUNCTION tXV fM3"
PRIHT'F2 — SELECT FIRST CHARACTER SET"
PRINT ~F4 — SELECT SECOND CHARACTER SET"
PRINT-F6 — - RETURN TO SELECT M0IC-
PRINT'TB — SAVE REDIFIMED CHARACTER*'
PR I NT "MOTE Xa USE CF*I KSV AND FUNCTION KEV MT
PRINT"*:* — TO CLOSE SAVE ROUTIHE*
PRINT--F4B CLEAR RIGHT GRID"
FP1NT--F6B — REVERSE LEFT OR ID TO RIGHT"
PRINI--F8B fPAHFEP LEU GRID TO - I'-'u
PR I NT -""PRESS ANV KEV TO CONTINUE..."
OCT AH* IFAH*"""THEN1510
PPI"T"rTIPST US. IF 23 OR IF 41 TO SELECT CHARACTER"
Pt»lHT"S£T.f* THEN u;F MT 11 OP IF3S TO SELECT THE"
PRIHT-CHARACTEP NUMBER. NEXT USE IF53 TO PLACE CMAPACTEP ONTO GPlD.iT
PRINT-USE JOYSTICK (PORT Z: FIRE BUTTON MILL SET OP INSET. HOVE WDOHN.
PRINT" LEFT OR RIGHT"
PR I MT* USE 3 CBN ■ UITH KF4 F63 0> 1*83 TO CLEAR. C0PVOR REVERSE* -
PRINT" CHHRACTEP.ir PRIMT*U8I 1F-J3 RtT'HI TO SELECT NODE OR".
PRINT- IF FINISHED SET CHARACTER WITH IF TXT'
PRIKT-lFsa MILL SAVE M'C TRAHFER ROUTINE ANli MEUCHAPAC T£R DESIGN ON THE"
PRINT* FIRST SAVE AND" PRINT" IUST THE CHARACTER 3*1 OTHER SAVES. <*
PRINT-LEAVE NRECOPD.'PLAYS DOWN UNTIL FINSISHED DE»:«HIMG CHARACTERS"
PRINT-USE * CDT-I f WITH IF21 TO END SAVE ROUT (HE* 1
PRINT-STRESS ANV KEY TO CONTINUE. . .3"
GET AN» IFANM--THENI710
64 Utility
Program listing
2001 pem
DISPLAY START ♦»••
2010 PO'E5328O.0 P0>E53281.e P0KE646-5
2626 PRINT "3 * CHARACTER DESIGNER QT
2023
2026 rem •••• F2 .ev press
2087
2030 IFPEE»<Ffc>-4ANDREEMFS>«lTHENCS-142 S-12288 GOSUB 4000
2033
2836 REM •••• F4 -£v PRESS ••••
2637
2040 lFFEEK<Fk>-WDF-EEK(FS>-iTHENCS-14 S-14336 GOSUB406O
2043
2©*6 REM Fl "EV PRESS ••••
2047
2859 IFP£0<FKl-4flNW>EEK(FS)-eTHENCC-CC-l IP C0253THENCC- 1
2866 AD*$*CC*8 GOSUB4000
2063
2066 PEM •••• F3 KEV PPESS ••••
2067
2070 IFF€E'iFK)"WDFtO<FS)-0TMEMCC-<X-l IFCC<lTHDlCC-»3
2080 SD-SiCCW C"
nvv ^Er' ••>■ F3 »ev PRESS ••••
2087
2690 IFPEE*'F>-6ANDPEEK<FS>-«ThEH JC"1 GCSUB41O0
2101 REM •••• Fe >EV PRESS •••*
2102
2110 IF PEEKIFX— 3 AND PEEKFS>-1 THEN SR-SR»I
2120
2121 PEN •••• CBM AND F2 IEY PRESS ••••
2122
2130 IF PEEK<FK >*A HUD PEEK<F$>-2 THEN A- 2 GOSUB
2300 IF JROI THEN GOTO 2030
3001 REN ***« JOYSTICK ROUTINES ••*•
3002
3010 IF PEEK<FK>-3 BHD PEEK'FS>-2 THEN GOSUB 5660
S028 IF PEEK'FK>-6 AND P£EKFS>-2 THEN GOSUB 5400
3036 IF PEEK<FK>-3 AND P£EK<FS>-2 THEN GOSUB 9666
3040 IF PEEK'FK>-6 AND PEEK<FS-I THEN JR-O
3200
3201 REM •••• JET. 'UNSET ••••
3202
3210 IF PEEKUS>-111 AND PEEK PL) '254 THENA-233
3220 IF PEEK<JS)-111 AMD PEEK<PL<-255 THEN A-254
3300
3301 REM •«•• MOVE UP ***♦
3302
3310 IF PEEK<JS>-I26 AND PEEK<PL-40>O32 THEN TV-PL PL-PL-46 CO-PL*C GOTO 3340
3320 IF PEEX<JS>-|26 AND FEEXPL-40.-32 THEN TV-PL PL-PL*289 CO-PL-C
- - H
3340 IF PEEK TV) -255 THEN POKETV-O P0KETV.C.I2
34M
3461 REM •«•• MOVE DOWN »•»*
'■u
3410 IF PEEK(JS>-125 AND PEEK(PL*40>O32 THEN TV-*L. PL-PL*46 CO-Rl-C 00T0 3430
3420 IF PEEK<JS>"125 AND FEEK(PL.40>-32 THEM TV-PL PL-PL-236 CO-PL-C
3430 IF PE£Kav>-253 THEM POKETV.0 POKETV-C.|2
3501 PEM •••• MOVE LEFT 6666
3562
3510 IF PEEK<JS>-123 AMP PEEK(PL-1>032 THEN TV-PL PL-PL-1 CO"PL*C GOTO 3530
3520 IF PEEK'SI-123 AMP PEEK ( PL -1 >-32 THEN TV-PL PL-PL*7 CO-PL *C
3538 IF PEEK<TV>-255 THEM POKE TV. 6 PC*£TV*34272> 12
3661 REM •••• MOVE PIGHT ••••
3662
3610 IF PEEK<JS>-119 AMD PEEK < PL* 1 >032 THEN TV-PL PL-RL'l CO-PL *C GOTO
3620 IF PEEK<J3>-II9 AND PEEK(PL*1 >-32 THEN TV-PL PL-PL-7 CO-PL *C
3630 IF PEEK<TV>-253 THEN POKETV.0 POKETV-54272 . 12
! rm
3701 REM MM PESIONIMO CHARACTER
3702
3710 GOSUB 4500
3801 PEM Mm F7 KEY PRESS ••••
3802
3818 IF PEEK<F*(-3 AND PEEK<FS>-6 THEN JR-0 GOSUB
3998 IF JROI THEN GOTO 2030
J999 ir -no* ivr ;.>;ni
4660
4001 REM !•** SIRE EN DISPLAY
4002
4010 PRINTCHRKCS > P0KE33296. 12
■■■■■■ - - -v>i urn
4696 FCI'it CC
4S40 PRINT" "I-orTP*<24>- ADDRESS".
4050 PC*EI120,CC P0KE35392.6
4666 PRINT ht
4070 RETURN
4101 OEM MM DISPLAY GRID LEFT
4182
4118 PRINT-*06W1"
4126 PRINT-2631-
4138 PRINT-e4268421 DATA"
4146 0L-I3O4 GC-X*C
4150 F0RK-8T07
4166 F0RJ-6T07
4176 P0KEGL*J.6 PQKE0C*J,12
4180 NEXT GL-GL»48 GC-OC-40 NEXT
42O0
4201 REM MM CHARACTER ON GRID MM
4218 L-6 OL-1304 GC-GL-C X-128 »!■'
4226 F0RK-6T07 X-128
4230 :w»PEEX(AD*K>
4240 F0RJ-6T07
4250 IFCH>-X THENPOKE0L»J«L-254POKE0C*)*L.lI CH-CM-X
4260 X-X/2
4270 NEXT
4290 L-L-40
4296 NEXT K
4360
4301 REM *••■ CHARACTER VALUES MM
4362
4310 F0RJ-0T07
4320 IF PEEK(AD*J>>-0ANDPEEKCAD»J><-9THENPRINTTAB<10>- "PEEK<AD*I>
4346 IF PEEK(AD*J)>9ANDPEEK(AD*J)<-99THENPRINTTAB'I0>- "PEEK<AD*J>
4350 IF PEEK<AD*J)>99THENPRINTTAB(ie)PEEK<«IH-J>
4 360 NEXT
440C
4401 PEM •••• DISPLAY GRID RIOHT
4402
MIC 0»*IJ24 OC*OR*t FL-1324 H-253
4420 F0Pt-0T07
4430 FOPJ-OT07
4446 POKEGR-J.O POKEGC'J.12
4450 NEXT OR-OR-40 K-GC-40 HOT
4476 POKEPL.A POKEPLK.l CO^L«C
4430 RETURN
4500 PWEPL.A POKECO.l
4510 FRINT~c0MK'X-»»M»i»»MM»l
4520 PETUPW
4601 DATA FOP PIGHT 3PII ••••
-;NV
;NV
4610 NC- 1324 NX- 128
4628 F0PI-0T07 FORJ-0TO7
4630 IF PEEKNC*J>»254 THEN NV^IV*ie;
4640 M»NX/2
4650 NEXT
4660 MC-HC«40 CD-flD*K
4670
4688 REM »••» DATA PRINT ••••
4690
4700 IF HV->e AND NV-<? THEN PRINTTAB< 30 1
4710 IF NV>9 AND NV«<99 THEN PR|MTTA9<30>-
4726 IF NV>99 THEN PRINTTABI30> .NV
4730 CV(»)-NV PA<K>-CD NV-0 NX-I20 NEXT
I - i'ii
4801 REM •••• ADDRESS AMD DATA •••*
t
i,i Fi I Q
4820 PPIHTPACJ>.
4630 IF CV(J»-0 AND CV< JX-9THEMPRINT- *CV<J>
4840 IF CV<J»9 AND CVC J><-99ThEiiPPINT" "CVf J)
4850 IF CV<J>?99 THEM PPINTCV<J>
4860 NEXT PRINT 'TTTTT FORJ-0TO3
4870 PPIMTTAB'20IPA'J«4>.
4S80 IF CVO4»0 AND CV< I•4><-9THENFRIMTTAH26> , ' ■CV<J«4>
4896 IF CV<J«4»9 AND CV< J*4K-99THENPRIMTTAB<20>" *CV<J*4>
4900 IF CVCJ*«»99 THEN PRIMTTAB<20>CV( J*4)
4910 NEXT
4920 FORJ-OT07 POKEPA' J>.CV< J> NEXT
4999 STOP
5001 PEM »4*4 MOVE TO RIGHT GRID
5210 L-0 02-1324 0C-G2'C X-128 AI-"WW6ni"
5226 F0Rt:-6TO7 X-128
5230 CH-PEEK<HD*K>
5240 F0RJ-OT07
5250 IFCH>-X THENP0KE02*J*L.254 POKE0C-J.L.11 CH-CH-X
5260 X-X.-2
5270 HEXT
5286 L*l'*a
52?0 HOT K
5300 RETURN
5400
5401 REM •••*■ REVERSE TO RIGHT GRID
5462
5416 L-6 02-1324 GC"G2*C X-128 AF--«66666r
5426 F0RK-0T07 X-128
5430 CH-253-PEEKADHO
5440 F0RJ-0T07
5450 IFCH>-X THENPOKE02*J*L254 POKE0C*J»L . 10 CH-CH-X
5460 X-X/2
5470 NEXT
5466 L-L-40
5490 NEXT K
5566 RETURN
5600
5681 REM CLEAR RIGHT GRID 6666
?602
5610 GP-1324 GC-OR*C PL-1324 A-255
5620 FORK-0TO7
-■>:■:$ crc t-^7-i-
5646 POKEGR-1.0 POKEOC'1,12
5650 NEXT GR-GR-40 GC-GC-40 NEXT
5670 POKEPL.A POKERL-C.l CO-PLK
56E8 RETURN
6066
6001 PEM SAVE ROUTINE ••••
nk
6010 PRINT SRf.-TAPE READY TO SAVE ? ANV KEV TO CONTINUE-
6020 P0KE198.0 GET MM IF NIK-" " THEM 6020
6636 PRINTSRISS*
6040 IF SR>1 THEN 6100
6650 PRINTSR4. OPEN 1 . 1 . 1 - "DATASAVE"
6066 FOftl-61:^"
6070 PP1NT41,CT<J>
6666 PRINTSR1- "SAVING M/C DATA FOR SPEEDY TRANSFER •
6095 PRINTSR*. SSf CL0SE1
6166
6101 REM tMt SAVE CMARACTEPS
6102
6105 22-22*1 CS*--CHARSAVE-»STR»(22)
6116 PR I NT SRI 0PEH2- 1 - 1 .CSf
6120 PRIHTSR*; "SAVING DATA" PRIHT»2.FN<6)
6130 FORJ-OT07
6140 PRIIIT42.CV'J> ICXT
6150 PRIHTSPi. "FINISHED* «
6160 CLOSE 2 RETURN
6200
6201 REM CLOSE P0UTII4I ••••
6262
6205 22-22*1 CS»- _ CHARSAVE"*STR«22>
6210 0FEN2.1.2.CSf
6226 PRINTSRI. PR I NT §2. 9999 CLOSE 2
6236 2Z-Z2-1
6246 PPINT'-r. "SAVING COMPLETE " ■22- "CHARACTERS SAVED"
S566
6501 PEM *••■ LOAD PROGRAM *»••
■:-:>?:
6510 PR|HT".T- -SAVINO COMPLETE ";22. "CHARACTERS SAVED"
6520 PRINT-USE A PROGRAM LIKE THIS TO LOAD YOUR CHARACTERS BACK FROM TAPE.'
e540 LIST90OO-
REM *••*■ LOAD Nt ROUTINE **•*
DIMBC<57> 0PEH1 . 1 . 0. "DATASAVE"
FORJ-0TO57
INPUTRI.«C(J> HEXT
CLOSE I
F0R.J-6T037 P0KE4?152*J.8Ca> NEXT
BVI49152
.'00 L
?016
REM »M LOAD CHARACTER
2Z-ZZ*1 CS«--CMARSAVE"»STR«22)
0PEH2. 1 . 0. CSi
INPUTI2 . DA IF DA-9999TH£'| CLOSE 2 END
FCOJ-0T07 INPliT»2. DV< J> NEXT
CLOSES
F0RJ-6T07 P0*EDA»J. DVt J > NEXT
GOTO 9670
Two notable pieces of
software face the
music in these reviews
from David Crisp and
Mike Roberts.
MUSICALC (FROM WAVE-
form for the CBM 64 or SX-64) is
one of those programs that you
need to use as soon as you get
hold of it. The packaging is
more reminiscent of a double
album than a computer
program, but it is stiff card and
gives plenty of protection to
the disc and manual.
MusiCalc is essentially a
program which will enable you
to stretch your SID chip to it's
limits. It is a synthesiser
program which makes my
three year old monophonic
sythesiser look like a barrel-
organ. Waveform obviously
realise that most people will
want to get music out of their
64 straight away and so. very
thoughtfully I feel, the thing
that comes to hand after the
disc is a small card which shows
you how to be totally
impressed within minutes.
When you load the program
the screen displays two
numbers: one is the E.T.A.
(estimated time of arrival) the
other is the C.S.T. (Com-
modore standard time). The
ETA is the time the program
should take to load and the CST
is the lime it actually lakes. It
does sound frivolous but it is
useful. Waveform point out
that should the program take
longer to load than the ETA
shows then it is time to have
your Commodore Disc drive
doctored.
Creating sound
After a few minutes loading
a screen somewhat like the
display you see in an Intensive
Care Unit appears. A grid on
the right shows three 'blips'
moving backwards and
forward and on the left is a mass
of lines, squiggles and dots.
At first I though I would
never get the hang of it
but the manual is very good
and. despite appearances, the
display is very logical
and easy to use (with
practice). As you would expect
you are able to control the
three voices of the Com-
^™ modore and at the top left of
74 the screen is a panel for each
voice. This enables you to
select independently the type
of waveform used in sound
generation as well as adjusting
the ADSR (attack, decay,
sustain, release) for each voice.
Below this you are able to
\
adjust the width of the pulse
wave and manipulate the
filtration of the raw sound
according to standard
sythesiser practice. There are
the usual types of filters e.g
low, high pass etc, tempo
controls ana switches to turn
on or off particular voices. At
first it is a little difficult to see
what the oscilliscope like
'trace' on the grid is doing but
as you work through the very
well written manual the mud
clears. Unfortunately I have
prior knowledge of things such
as how ring modulation and
oscillation affects a given
sound and so found it difficult
to assess whether or not the
manual was effective in
teaching the 'ground rules' of
sound manipulation, but as you
can hear exactly what you are
doing with the sound as you
change it is possible to get what
you like without knowing why
you have got it. Knowing the
theory though would certainly
assist in usinc the synthesiser to
the full.
The 'get you going
notes' show you some of the
built in preset sounds and
songs (referred to as scores). A
total of thirty two scores and
thirty two different 'sets of
sound' give a potential
combination of hundreds of
different variations on a theme.
It took me a couple of days to
get past the stage of listening
only to the demos. The preset
sounds go from the most
accurate synthesis of fair-
ground pipes playing 'Cruising
down the river to Dr.
Who/Craftwork type sounds
playing really out of this world
scores. Some of the sound
Software reviews
E resets I am sure would even
ave the BBC radiophonic
workshop boys drooling. The
next step in the manual allows
you to play along with any of
the preset scores and sounds
using any one of the three
voices.
Making music
Eventually I decided it was
time to let my, as yet
unrecognised, and doubtful
musical talent loose on the
machine. There are two ways to
enter music into the machine.
First you choose the type of
keyboard you require. This can
fol low the standard chromatic
scale as found on pianos etc. or
the types favoured by other
musical cultures e.g. Hindu,
Japanese etc. Choosing
different scales means that
instead of the usual c,c#. d etc
you can have a keyboard that
plays a, c#f or almost any
combination of the above.
Seriously though, if you
wanted to do a Ravi Shanker
then the keyboard would
follow the way the notes follow
in music of the Indian culture.
A very difficult concept to
explain and a difficult one to
grasp if you are only familiar
with the standard keyboard.
When you have chosen
your keyboard you next enter
your score. The grid shows
each voice following a set
pattern across the Rrid. You can
then choose which row of
music you wish to enter or edit.
When you have the display
corresponding to the selected
row the screen is split
horizontally into two: the top
part shows the NOTE you will
play and the bottom shows the
Octave in which the note will
play. Choosing octave 0
effectively plays a rest. Using
the function keys you then LAY
OUT your tune so that it looks
like two bar charts. As you
move your BAR up and down
you can hear what you are
entering so it is easy to correct
mistakes. When you finish row
MusiCalc
/Synthesizers Sequencer
Hv Richard W..ilc>n
one you can then move
through the grid one row at a
time. It all sounds very difficult
but takes only minutes to get
used to. After that time it is very
easy to use. No knowledge of
music is needed to enter the
selected score as it can all be
done by ear. Using this method
of entry it is also easy to copy in
standard SHEET music fairly
quickly and without too many
mistakes.
The other way of entering
music is to switch into record
mode: the notes you play using
the qwerty keyboard are
remembered. You play one
voice at a time and can hear the
first voice while playing the
second voice and so on. The
music you have entered via the
keyboard is represented on
your ROWS. This can then be
edited easily and quickly as
described above. A very clever
idea and one which makes for
easy production of songs.
Within minutes I was able to
bang out family favourites like
ESKIMO NELL.
If you like a set of sounds
included in the presets you can
use these in your own
compositions, equally it is
possible to adjust the sounds
that the preset scores are
played with. It is important to
work through the manual as
small points can be missed and
it is possible to get into all sorts
of tangles. My only real
critisicisms are the way the
keyboard responds. It seems a
little slow in response to
playing and takes a while to get
used to. The other less
important one is the relatively
small score that can be built up.
It is possible to give the
impression of a long score by
careful repetition but this is not
easy. I think that this program
has a massive amount of
potential not only at home but
in the professional field as well.
I don't mean that you are likely
to see Spandau Ballet using
these in their performances but
I think that, withthe addition of
the other modules, groups who
cannot read or write music can
produce scores eaily and
quickly.
Other modules
This leads me on to the
other modules which are
available. The first one of these
will translate your scores into
standard sheet music with the
aid of a printer. This module
also solves the problem
of the limited score. Il will
extend the length of score it is
possible to construct without
repetition: essential for
professional use I would
imagine. The third module can
be used as a stand alone
program but is really intended
to be used with the main
program. It allows the user to
play arpeggios with one key,
contains a visual editing mode
to allow the user to set up the
keyboard into any required
arrangement and has many
other functions. It would be
unfair to make comment on
these two modules as I have
not seen them but I feel that
the quality of them is probably
up to the excellent quality of
E
MusiCalc 1 and so they would
be a good buy. It is possible that
these two modules may be
reviewed in later issues of the
magazine.
To sum up the three
modules, it is best to borrow
Waveform's description:
MusiCalc 1 is the instrument,
MusiCalc 2 is the keyboard and
MusiCalc 3 gives you a
hardcopy of your music in
standard musical notation. I
have just discovered another
little extra which is available: a
disc containing preset drum
rhythms. These would be ideal
to base other compositions on
and would be great to play
along with if you play another
instrument. Tnis is an excellent
product and a good synthe-
siser. I did want a Jupiter synth
but I don't think I will bother
now.
MUSIC MASTER
MUSIC MASTER BY SUPER-
soft claims to make using the
SID chip in the Commodore 64
easy. I oon't know about easy,
but it at least makes it usable.
The SID chip is unquestion-
ably the most advanced music
synthesis device in any micro.
There is only one problem — to
produce a note requires a huge
amount of POKEing and bit
slicing for each voice. When
you can be bothered to work
out the masses of computations
involved the sound produced
can only be described as
excellent. Music Master goes
some way to helping you to
produce music that uses the
full facilities of the SID chip.
When the program loads,
the main screen shows a piano
keyboard representing most of
two octaves. Other inform-
ation around the edge of the
screen gives you all the details
that you could ever want to
know. The most interesting is a
small note at the bottom of the
screen saying 'press shift-h for
help screen'.
Waveforms
Following this advice leads
you to three screens that
summarise the comprehensive
manual. Back to the main
screen and you can start to
experiment. Pressing keys on
the keyboard makes a note
sound on all three channels.
The way the note sounds can
be altered by using the
waveform screens or the
special effects screen. These
screens allow you to
manipulate the way the sounds
are made to sythesize a piano
or flute for instance.
There are 10 preset
waveforms that can be used, or
you can make up your own.
When you have got a sound
that you like. Music Master can
then create its own program of
tspn tspn tspn
i ■ •
MUSICALC
■■■■■■■■■■■SB
adsr adsr ddsr V ^■■■■■■■■■■■■■■■b
qsrt 9srt 9si iV jllllUlllllllllll 1
* - ^■■llllllllllllll'
■ ■■■ ■■■■■■■■■>
■■■■■■■■■■■■■■
■■■■■■■■a ■■■■
■■■■■•■■■■■■■a
Hit BH MM
i |f a p^ = = sgosc ■■■■■■■ ■■■■■( I
i 1 1 g Bfifg gg p !
■ ■■■■■■■■■■■■■■■a I
I HHdl?3e M It 3456789J i i i ill
(NU| 0123456
MOD
POKEs to set up the SID chip for
you, and dump it to tape or
disc. This is a sound for sore
ears as this is the biggest
problem that the Commodore
nas.
Entering music
Entering music into the
system is quite easy. Tempo
(speed of entering music) and
the octave that the keyboard is
in can be selected and then
you're off.
The three channels are
displayed on the top of the
screen. One of these channels
can be manipulated atatime —
the edit channel. When the
music is entered it can be
altered and changed to suit —
extra notes added, notes
removed, note values changed
etc. The whole thing can be
played back with speed
changes if necessary. There is a
limit on the number of notes in
a channel, but whether this is
3000 or 1500 I don't know as it is
a bit vague.
The sound parameters or all
three channels can be saved to
tape or disc. One other feature
is the backing music. This is the
same as those awful Yamaha
electric organs that were in
fashion some years ago.
Channel 2, 3, or both can be
used with a list of 17 different
backgrounds. You can
then play over this. It makes
almost total dross sound
reasonable. This is not available
from edit mode and you
cannot store any music using
this feature — only play it.
Final note
There are so many things
that Music Master can do it rs
beyond the scope of this
review to go into them all in
any great detail. I hope I have
covered all the main important
features.
The disc version of the
program comes with a large
number of demo tunes ranging
from 'A string of pearls' (spelt
A$ of ...'!) to 'When I'm 64'!.
Also, the demo programs from
the manual are there. I don't
know what the tape version
contains, but the manual only
mentions one tune.
The big problem with the
program is that the manual says
that it is beyond its scope to
explain how to incorporate the
data that the program
produces into your own
programs. After a weekend's
work and 2K of machine code
later I agree — but it can be
done.
There is a program in the
book that will play one channel
at a time, but it is very
unsatisfactory and can be
improved 10 fold with the
addition of a single line. This
said, for the price it is an
excellent program. I was very
surprised to find that the main
body of the program is in
BASIC. If you want a music
program for the 64 this is the
one to get.
re Deathstar, can you penetrale its
I destroys you 7
ou 1 2 screens ol 3D graphics super
e sound effecis. music, 4 skill levels
b ultimate challenge!
to be believed' You have noi
»4 is capable o' until you have
rlftr - CommodQi^fi*^.
HOW TO ORDER
^Tb purchase Deathstar Interceptor. sirtipj
IjteiAdaddress orP^Mece ot paper, enclosii
^GBBk payaDl|Io: SYSTEM 3 SOFTWAR|
|jaddressj|HH ease a " ow 7 ,0 14 aa V s 1
Please aflH^Wfeeifca me ordered.
South Bank House, Black Prince Roj
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= ^ ===== ^ = CRAIG COMMUNICATIONS =
I'D H( >\ 4f> HASIXi ;STt>KI. HAMS H(,>l I HA t'HOM. IOS6.55462
THUiX writ, SOTHXti iCHAIt. COMXH \ICA IIO\Si
AND LEADING COMI'l 'TF.H
STORES
This month, Grahame
Da vies, Your
Commodore's D.I.Y.
business enthusiast,
looks at formatting
numbers and sorting
data.
AN IMPORTANT SET OF
routines are those which limit
variable input to integers, one
decimal place, two decimal
place etc. and then format
these numbers. Apart from the
CBM 700, Commodore
machines do not have a
ROUND function or a PRINT-
USING command and so we
have to write our own. The
advantage of being forced to
do this is that we can format our
numbers exactly how we like
them. For instance you might
format the number negative
one thousand five hundred
and sixty-three in various ways:
DOING IT
YOURSELF
-1563
-1563.00
(1563.00)
(1 563.00)
(1,563.00)
or if you were German
(1.563,00)
The BASIC INT command
always rounds down thus 1.4,
1.5 and 1.9 will all become 1 if
INT is performed on them. We
now have to use this limitation
to our advantage. The first
function to write is a round-off
function so that 1.4 = 1, 1.5 = 2
and 1.9 = 2. This is how
rounding off is normally
performed but if you require
different rounding then it is a
simple matter of altering the
following function:
1120 def fnr{z) = int (z + .5)
The function we have just
defined will now round off to
an integer and can be called bv
a =1.5 : b = fnr(a).To round off
to one decimal place we simply
multiply by ten, perform the
round off and then divide by
ten:
1130 def fnr1(z) = int (z *
10 = -5J/10
To round off to two, three
etc. decimal places, it is a
simple extension of the above
function:
Programming
1140 def fnr2fz) = int(z ★ 100 +
.5) /1 00
1150 def fnr3(z) = inl(z * 1000 +
.5)/1000
Having done this, we can
now set about formatting these
variables into strings. The
easiest way to do this is to write
one general format subroutine
for the variable with the most
decimal places (we will use
and then use smaller
subroutines to call this one by
simply truncating the string
accordingly.
Starting with the general
format routine, we will format
numbers to two decimal places
and return a string of length
ten. It is important that the
string returned is always the
same length so that listings will
always be neat. We will also
make sure that the routine
handles negative numbers.
explain briefly how a Bubble
Sort and a Shell-Metzner Sort
work, giving examples of each.
The Bubble Sort is the most
simple and most popular sort
used by micro-computer
owner. The principle is to scan
along a set of data held in an
array, comparing adjacent
elements and swapping them if
necessary. If there are N
elements in the array then it has
to be passed N minus one times
to ensure that the sort is
complete. If an element is at
the wrong end of the array to
start with, it is going to be
swapped a lot of times before it
reaches its sorted position. This
is obviously going to be slow.
Another problem is that for
large arrays, the constant
swapping of strings will cause
one or more garbage
collections thus slowing the
sort even more. Each pass of
1*00 6i lnr 2(a>:a$.sw $(b.. 001 ) i i f t>«0 1 hena$:" . 00 -
1*10 rem ihere is a spare here ^
1*20 aS-midSf- " , sgn ( a ) • 2 , I >:
a$*a$*l*(t$(r ight$<" ■♦*$, 10), 9)
1*30 rem ff^ minus space Space 6 spaces
l**o return
This routine allows a
floating point number up to
999.999.99 to be formatted. The
first character returned is
either a space or a minus sign
depending on the sign of the
number. If zero is returned, the
first character is also a space. If
you want to change this then
change the first string in line
1420 ( mid$("- ") J to the
symbols you require. This is in
the format negative : zero :
positive. So if you wanted a
minus sign for negative, a plus
sign for positive and an asterisk
for zero, the string would be "-
To format a string one
decimal place, we simply have
another subroutine such as:
1500a=fnr1(a):gosub1400:a$=le
ft$(a$,9):return
For formatting an integer
you could still use the same
standard routine:
1520 a=fnr(a):gosub1400:a$=lef
i$(a$,7):return
Sorting yourself out
The next subject to tackle is the
one of sorts. This subject is vast
but for out purposes I will
the data will result in one
element ending up in its
correct sorted position. More
than one element may be
sorted correctly but wo have no
way of telling this and so this
can be ignored. Each
subsequent pass of the array
will have to scan along one less
element as they become
sorted.
The code for the Bubble
Sort is therefore very short and
convenient for sorting just a
few items and here is an
example — it sorts N items in
A$(arravl into ascending order.
Your Commodore will sort
numbers faster than strings and
it will sort short strings taster
than long ones. To make use of
this, if you had three hundred
records each with one hundred
characters of information then
you should scan the array
taking out the key and putting
it into a second array together
with a pointer to its original
position. Sorting this second
array with its snorter records
will be much faster and you will
end up with a sorted array of
keys with pointers to the first
array. If you do this, you must
remember to keep your keys
the same length otherwise the
Siointer will get merged in and
orm part of the key.
1600 for x = nl to 1 step -1
1620 for j = 1 to x
1640 if a$(j) a$(j*-1)thent$=a$(j) :a$(j)=a$(j+l):a$(j+1)=t$
1660 next:next
1680 return
Example of Bubble Sort
The Shell-Metzner Sort is
far faster because it makes
swaps of items over greater
distances and ii also does an
"intelligent" Bubble Sort. It
does less scans of the data but is
more productive on each of
these scans. This means that
less swaps are made and so the
speed increase natu-rally
follows. The "intelligent"
Bubble Sort referred to above
is more easily explained with an
example: if you have an un-
sorted list such as A C D B E and
you do one pass ot a bubble
sort on it, you will end up with a
list looking like this: A C B D E
and it will require another pass
to get it into a sorted order. The
Shell-Metznei sort tries to
move back after it has made a
swap and then tests to see if
further swaps may be made and
so on. When it cannot make a
swap, it moves forward to
continue the rest of the scan.
Thus the list will become
ordered in only one pass: A C D
B E goes to A C B D E (making
the first swap the same as the
Bubble Sort but then moving
back one item to see if B may be
swapped again) thus giving A B
C D E in only one pass of the
data. The information I have
provided you with should be
enough for you to see why the
Shell-Metzner sort is faster
although you will have to study
it in greater detail *o fully
appreciate it.
The following example sorts
N items into ascending order in
A$ array.
Both of these sorts will sort
data in situ (not creating new
arrays to sort into). If you had
enough memory for duplicate
array(s) then faster methodsare
available but the above two
should be adequate for most
applications.
1700 sw=2T( int(log(n-l)/log(2)) + l )
1720 swrsw/2
1740 p3=n-sw: p2=0: i f sw< 1 then return
1760 pl=p2
1780 p4 = pWsw:if a $ ( p 1 ) >a$ ( p4 ) then 1840
1800 P 2=p2* 1 : i fp2>p3 then 1720
18 20 goto 17*60
1840 t$=a$(pl ):a$(pl )=a$(p4) :a$(p4), t$
1860 pl = pl-sw: ifpKO then 1800
1880 goto 1780 Example of Shell-Metzner Sort
David Crisp examines
tribulations
COVERING SOMERSET,
Devon, Cornwall and the
Channel Islands PCS SOUTH-
WEST have grown from very
humble beginnings into one of
the major home computer
wholesalers in the area. Andy
Denning, founder and present
chief, started off as a salesman
for a well known record
company. As the home
computer market started to
expand he soon saw the
potential and need for a
distributor in the South West.
He had already been selling
records to many of the shops
that were now beginning to
stock home computers and
software, so as a known face he
had a head start on other
salesmen. While calling on a
customer he heard thai a
recently formed distribution
company were looking for
agents to set up depots
throughout the country. Andy
left his sales job and within a
few weeks he was touring the
west country in an estate car
selling the latest software at
competitive prices.
The car was his warehouse
at first with his entire stock
loaded into bread baskets. It
was only a matter of months
before his own house started to
fill up. Andy says "I didn't want
to get too big too quickly and
so my wifeand I put upwiththe
house being full of games just
in case things went wrong". But
nothing did and so he was
forced to rent space where he
could develop the business and
put it on a more permanent
rooting.
Early days
At about this time the
Christmas rush of 83 was just
starting. It was necessary for his
wife's sister to help run the
office while Andy carried on
moving around getting into
more and more retail outlets
and receiving larger and more
regular orders.
It has always been his
intention to know his product
well and so when new software
was released he made sure that
COMPUTERS
IN BUSINESS
Andy Denning
he tried it himself and could
then decide whether or not it
was worth stocking. With the
rate at which new software is
released it is not possible for
him now to judge everything
personally but everything they
stock will be judged by one of
his workers and their "opinion
passed on to Andy. With
competition between software
houses as it is, software is often
advertised on a large scale
months before it is released.
This obviously means that retail
outlets are bombarded with
requests for a particular game
and in due course Andy is
bombarded with orders from
the retailers. He has to try and
placate the retailer by
explaining that despite the
adverts the game is not yet
available. He feels that he is the
cushion between the software
house and the customer and
has to take a lot of unfair
critisicm for not being able to
meet demands. "It makes me
look as if I am not getting the
oods quickly enough and it
fleet or
loes reflect on me" ne
says.
Primarily software
I pointed out to him that in
some circles it was felt that
computer and games sales had
now reached their peak and
would now begin a slow
decline. His reaction was one
of surprise. He said that since
he had started there had been a
progressive rise in sales and the
trend seemed to continue to
grow. He said that unlike the
skateboard and CB radio,
computers could always offer
something new, an original
game or a new application.
Because of this he feels that
although the rate of increase ay
although the rate of increase
may slow down as prices fall
and the machines become
more powerful there will
always be a good market.
Unlike many distributors he
has not become too deeply
involved in stocking the
computers themselves. He will
supply the hardware but only
carries a small stock or gets to
order. He says "If you get a bad
batch of games it does not
mean a massive amount of
money has to be found in order
to credit the retailer, however
ten machines represents a large
investment and you only need
a few returns in order to make a
big dent in the bank account".
Christmas rush
When I was there Andy was
preparing for the Christmas
rush. Trying to predict which
games will be dead and which
games will become popular is a
nightmare, he says, and that is
without any new releases that
may appear between now and
Christmas. From what I could
see while I was there it seemed
he had a very good 'nose' for
predicting the sellers as when
the phone rang he could fulfil
almost every order, and many
of the unfulfilled orders were
due to being out of stock.
I went to see Andy late one
afternoon and while talking to
him Adam, another of Andy's
new recruits, was making upan
order for a shop in Exeter. The
order had only been received
at five o-clock but it was being
put together and would be
delivered bv about six o'clock.
This seemed to bear out what
Andy had said about trying to
get orders to the customer as
fast as possible. Adam had
started with Andy on a job
creation scheme but Andy told
me that he would be kept on as
a full time employee after the
scheme had finished. He said
he enjoyed the work and Andy
was a good boss who even
made the tea! Recent weeks
have not been the quiet period
that was expected and the new
premises taken over only a
couple of months ago are
already too small. New
premises are required already
and possibly more staff to cope.
Expansion
By the time you read this Andy
will have made great strides
towards even more expansion
and should be distributing
nationwide. He will obviously
need more people on the road
Profile
Y
to do this but he says whatever
happens he will still take a key
role and continue to offer fast
efficient service, thus enabling
Andy to buy software in larger
quantities and therefore at a
lower price. This should allow
him to sell at even more
competitive prices and so, with
luck, these savings should be
passed onto the customer.
looking around I could see
a Spectrum, Commodore 64
and a Dragon and these were
being used to evaluate the last
batch of new releases. The
games were getting a good
tryout and two were harshly
criticised. "According to the
adverts" says Adam "this is
supposed to be the best thing
since sliced bread. The
graphics on the title page are
brilliant but the game is a
disaster, but due to the massive
amounts of money spent on
publicity it will sell and I am
sure a lot of kids will be
disappointed". A large box of
tapes, joysticks and discs sat by
the office door. Andy told me
that they were faulty returns
but when they check through
he finds that many of them are
perfectly OK and presumes
that either instructions have
not been followed or tapes
have been copied then taken
back to the retailer as faulty and
simply sent back to him assuch.
"It is one of thecoststhat I have
to absorb" he says. Looking
through the box myself I could
see what he meant. I could also
see that on such things as
joysticks many of the returns
were due to misuse. It seems
that rather than upset retailers
Andy will take them back in a
lot of cases and simply repair or
replace them.
One of the other staff who
works in the office is a young
girl called Elaine; today she isat
college as she also is on a job
creation scheme. Andy feels
that these schemes are an
excellent thing and although
they are misused by some on
the whole they bring benefits
to the people on them and to
the employer. Certainly true in
Andy's case as all the people on
schemes sent to him have now
been taken on as full time.
Peripherals
Apart from games Andy's
second best seller is joysticks; I
saw boxes full of joysticks in all
colours, shapes and sizes and,
while I was there, almost every
order included some joysticks.
He tells me that they seem lo be
the first peripheral bought
after the computer. Disc drives
come next.
I asked Andy if he wanted to
become involved in software
writing himself. I was surprised
to see that he was in fact
marketing an adventure game
for the Spectrum under his
own label. It was written using
the Quill, a piece of software
Andy rates highly, and is
available for both the Spectrum
and Commodore 64. It is called
INSANITY and so far it seems to
be doing very well. Plans for
further releases are not yet
known. Q
Piracy
I asked him if he had seen or
been offered any pirate copies
of popular games. He
immedtately responded with
an unprintable sentence of
what he thought about pirate
tapes. He has seen very good
copies of populargamesat very
low prices, but he says they are
a recipe for disaster. As the
software companies have to
put up prices to cover the
losses due to pirate copies,
sales decline. More copies are
made due to the price and so
on. It is a vicious circle which
cannot be stopped once it gets
out of hand. Who is going to
spend hours writing and
marketing high quality
software only to see it ripped
off within days of it's release
and, in some cases, before it's
release? Not only will the prices
rocket but the quality of
software will drop.
American software
Talking of quality Andy
pointedout to me some of the
new releases from the USA.
They had to be seen to be
believed. He feels that this
injection of high quality
software will force UK writers
to think hard and long about
the quality of their own goods.
Although he is sad for the
companies that will obviously
'go under' he feels it is only
right that the customer should
be able to get the best available
for their machine. He is a little
worried about the state of the
pound of late and says that just
as the price of imported
software should have been
dropped, bang went the
exchange rate. This will make
price cutting difficult if not
impossible and in a few cases
may even mean upping the
price of imports. He also
pointed out to me that over
nere we are only seeing the
best of the American games.
He says that over there you can
find a lot of very low quality
software for sale.
I asked him what he
thought about the high
hardware prices over here
compared with the States. He
told me that unfortunately he
felt it would always be the
same. He says that apart from
the exchange rate the sheer
volume of sales potential over
there means profit margins can
be very low. If you can sell a
machine or peripheral to just
1% of users over there you are
talking about hundreds of
thousands of sales. It is the
same for everything over there
— cars, records the lot. I could
see what he meant.
Business sense
Andy is pleased to see home
micros being used for other
things as welfas games. "When
I first started it was almost
impossible to get any business
software for any of the
machines and what you could
get was not worth having. That
has all changed now and some
of the business software for the
Commodore 64 for instance is
infinitely more superior than
software that is being run on
'real' business machines", he
said.
At the moment Andy is
looking to get his business
computerised. Andy told me
"It is a hard choice. I need a fast
and powerful machine and the
amount of information I need
to store will, without doubt,
require a hard disc system. I
also need something that will
grow with the business as once
I get the system set up I don't
want to find that it is going to
need changing after a few
months. I've almost come to
a decision on the machine I
want. It's now just a matter of
getting the right software".
For a non-computerised
office everything was
incredibly well ordered. Andy
said that speed was important
to him and that he had to have
everythig well organised. This
was borne out by the fact that
virtually no orders were mislaid
and very few orders were late
in being delivered. It was this
reliability that had helped him
succeed where others had
failed. "There is no hard sell
here. We don't get on the
phone all the time asking for
orders. People know where we
are and they will order from us
as long as we do what we do
well."
"Our van goes round most
of our customers once a week
or at worst once a fortnight.
The shops are, in most cases,
able to take their stock
immediately from the van.
They can see what they are
buying at the time without
having to rely on what they
have read about it. Of course it
is not possible for us to relv on
our dealers. Take the Channel
Islands for instance, all the
business there is done by post
or telephone. If a shop is not
too far out they can go on our
regular route. That way they
know when we will be there
and that they will find plenty of
stock in the van; of course
they can still order between
visits and we send orders out
the same day or the next
morning at the latest. In most
cases we find that the post gets
everything where we want it
very quickly but urgent orders
can be sent by courier. This
means that people often have
their orders by the next
morning."
Final note
While I was in the office
another account was opened
with PCS. A customer in Devon
was dissatisfied with their
E resent wholesaler and had
eard from another dealer that
PCS S.W. were fast and reliable.
That customer would have the
van round to him the next day.
Andy tells me that they rarely
have to go out and find new
business now; their reputation
is spreading and most new
accounts come through
recommendation. To Andy tnis
is a good indication that he is
still doing things right and will
continue to do it this way grow-
ing bigger and better faster.
E
More companies than
ever before appeared
at this year's PCW
show. Your
Commodore was
there to sample their
wares.
SHOWDOWN
AT
OLYMPIA
MICROMANIA HIT THE
metropolis on 19th September.
For five days a regular army of
businessmen and journalists,
grandads and eager schoolboys
marched through the doors of
Olympia 2. Deals were made,
joysticks twiddled and books
perused. The conglomeration
of traders displaying their
wares made it all too clear that
Christmas starts early in the
computer world.
The 7th PCW show had
arrived in town. Distributed
over three floors of the
exhibition centre with the 'big
names' on the ground floor,
business on the first level and
entertainment on the second,
this year's exhibition was hailed
by the organisers as the'biggest
and best yet. Showbiz reared
its gaudy head with clowns and
acrobats, American footballers
with cheerleaders in low,
Anirog's P.C. Fuzz on his
unicycle and a trio of forlorn
tiger cubs. But, under cover of
the fun and frivolity, the stage
was set for battle (not only on
the computer screens!) and
eyes were turned to the
competition.
Commodore live
Even overcome by the sheer
immensity of the occasion.
Commodore fans had no
excuse (unless they had made
their entrance illicitly through
a back window) for bypassing
Commodore's latest products.
Machines and peripherals, old
and new, arose out of a
patriotic sea of Commodore
red, white and blue.
Commodore's four stands,
including also the new modem
and a mass of software, were
strategically placed to the left
of the main entrance.
But Commodore obviously
face tough competition as
illustrated by the vast output
from software houses up and
down the country.
Sport and spies
The football season got off to a
kicking start with Addictive
Games' 'Football Manager' and
Argus Press Software's much
advertised 'American Football'.
Sport was also featured with
Ocean's 'Daley Thompson's
Decathlon' and Quicksilva's
'Summer Games' based on this
Summer's Olympic Games.
Any budding Shoestrings or
P.C. Plodds might have been
tempted to enter the world of
crime fighting as A&F's private
eye, 'Gumshoe', Hill Mac-
Gibbon's 'Special Agent' or
Anirog's 'P.C. Fuzz'. The latter
program uses Currah's 'Speech
64', featuring two voices and a
text-to-speech system, which
was also launched to the public
at the PCW show.
Audiogenic and
Beyond
Audiogenic were out to prove
that big business wasn't all fun
and games with their three
Commodore 64 business
packages for the small
businessman — 'Wordcraft 40',
'Magpie' and 'Swift'. They also
catered for anv aspiring artist
with their Koala Pad. a graphics
tablet which enables the
production of full colour
drawings and illustrations
directly on the screen. But
Audiogenic are still entren-
ched in the games scene with
six recent disc-based games —
'Alice in Videoland' (an
adventure based on Lewis
Carroll's novel), 'Frantic
Freddie', 'Pegasis', 'Forbidden
Forest'. 'Aztec Challenge' and
'Slinky'.
Beyond, already renowned
for their best-selling Spectrum
games, 'Psytron' and'Tne Lords
of Midnight', have released a
64 version of 'Psytron', 'Psytron
64', along with 'Ankh', 'Aztec'
and 'Mr. Robot". Also in the
offing at the time of going to
press were 'My Chess II' and
J Psi-Warrior\
Bubble Bus and co
Parked on the ground floor,
tucked behind the Com-
modore stands, was Bubble Bus
Software. 'Cave Fighter',
described as 'an all action
jumping, climbing and
shooting game', is their latest
release for the 64. but Bubble
Bus were also showing off
other favourites such as
'Bumping Buggies', 'Flying
Featners' and 'Widows
Revenge' for the 64 and
Antimatter Splatter', 'Exter-
minator' and The Catch' for
the VIC 20.
Creative Sparks sank from
the sublime, with Macbeth', to
the ridiculous, with 'Danger
c
I GUMSHOE
how report
Mouse in Double Trouble',
based on the popular TV
carloon character. And
Microdeal were trying to bury
poor old Cuthbert again witn
their new Commodore 64
game, 'Cuthbert Enters the
Tombs of Doom'.
Channel 8 shouldn't have
alienated too many of their fans
with three new arcade games
for the 64. 'Phase 4' and 'Time
Zone' follow similar alien-
attack themes and, in Channel
8's other space game, as
'Borzak the Amazing Bug-Eyed
Beastie from Betelgeuse' falls
out of his spaceship into a
marsh on earth, you must assist
him back to the ship.
Hero time
Action-packed adventure was
certainly in the air with Elite's
'Kokotoni Wllf, Melbourne
House's 'Zim Sala Bim' and
Ocean's 'High Noon'. As
Kokotoni Wilf, your aim is to
recover all the pieces of the
legendary Dragon Amulet
whilst dodging the dangers
which cross your path. In 'Zim
Sala Bim', you move your
character through the Arabian
desert and, with luck, into the
Sultan's seemingly impene-
trable palace. Ana 'High Noon'
is a Western Adventure
whereby you must keep the
peace in a frontier town by
shooting the bandits and
preventing them from
escaping with the girls or gold;
it features an aptly named
character — Riga Mortis, the
undertaker!
Bandits also featured in
New Generation's 'Cliff Han-
ger' in which our hero,
Cliff, must stop the evil
bandits from shooting up
the canyon. It features
cartoon-style sequences and
humour, based on the popular
road-runner series.
Animal magic
Things turned hairy again at
Llamasoft with Geoff Minter's
latest offering, 'Ancipital'. Mr.
Minter describes the Ancipital
as 'the harassed-looking little
half-man, half-goat creature
which scuttles across the
planetary surface' in Sheep in
Space and the game includes
100 rooms, goats to collect and
the villain of the piece, Rory
the Vicious Guinea Pig.
Quicksilva have also gone
animal crackers with their
Commodore
Attack'.
version
COMMODORE 64
Final offerings
Bikes and cars always lend well
to computer games and this
show was certainly no
exception with Martech s 'The
Official Eddie Kidd Jump
Challenge', Micro Powers
Stock Car' and 'Car Journey'
from Hill MacGibbon.
Also new from Micro Power
came 'Bumble Bee' for the 64.
But these had to share the
limelight with other Micro
Power gems like 'Ghouls',
'Cybertron Mission', 'Felix in
the Factory' and 'Swoop'.
Activision. one of the
ghts in 64 software.
also exhibited some of their top
games for the 64 — 'Pitfall II ,
^Beamrider', 'Hero', 'Zenji',
'Toy Bizarre' — as well as their
Designer' Pencil which enables
you to draw on the screen with
a joystick
And there were many more
besides — Virgin Games
(recent purchasers of the
Rabbit brand name and logo)
with 'Terrorist' and 'Falcon
Patrol 2', a vast array of software
from U.S. Gold such as
Forbidden Forest' and Aztec
Challenge', and graphics
tablets from British Micros
(Grafpad) and Touchmaster, as
well as shelf upon shelf of
books and magazines (al-
though only one of these, of
course, was a worthy
purchase!)
Widows Revenge
COMMODORE 64
As seen in the national press XH© PfiZGSZ
en in th e na tiona
You could win £2,500 to be spent
on a dream holiday of your choice
for you and your family!
Second prize — a complete Canon
portable video outfit worth £1 ,300.
Third prize— a BBC Model B micro
computer plus software worth £450.
Fourth prize— Minolta X700 camera
with a 50mm lens and flashgun,
worth £280.
#
How to
enter:
Just identify the twelve
objects pictured
opposite....
H I NT —the Arg us Specialist
Magazines listed below might give you aclueT
Games Computing
Photoplay Movies and Video
ZX Computing
Electronics Today International
Personal Computing Today
Movie Maker
Your Model Railway
Clocks
Home Computing Weekly
Beatbox
Ham Radio Today
Electronics
35mm Photography
Model Cars
Woodworker
Military Modelling
Hi-Fi Now 1
Wine maker
Citizens' Band
Model Boats
Video Today
Popular Cratts
Which Video?
Your Commodore
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soon. Then tell us in upto 20 words why MAGAZINES
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COMPETITION. Argus Specialist Publications Ltd.,
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than 31st December 1984.
Competition rules
1 The competition s open 10 all UK and Fire readers ercepl emptoyees ol Argus Speotilisl Publications Lid
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The 12 objects are
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4
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3. .
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«
9. .
12.
Magazines make ideal holiday reading because (up to 20 words)
AGE (if under 18).
NAMEfBLOCK LETTERS)
ADDRESS
Send to DREAM HOLIDAY COMPETITION, Argus Specialist Publications, No 1 Golden Square, London W1 R 3AB
NAVIGATOR
ftf.SMHM
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EXECUTIVE OFFICER
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SCIENCE OFFICER
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CAPTAIN
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THE CREW
Personnel
files follow —
yours to
command —
well almost...
SPECTRUM 48K- CBM64
Featuring
the unique
Personality Control System
No. 1 Golden Sauare. London W1R 3AB. TeleDhone 01-437 0626
Simon Palmer unlocks
the mind of John
Wagstaff, rock star
turned programmer,
and the brain behind
Craig Communications'
System 15000.
MID-19B3 WITNESSED THE
launch of Flight Zero-One-
Five, a flight simulator for the
unexpanded VIC-20. It
contained no graphics but
proved that outstanding
software could be reproduced
in just 3.5K of memory. Since its
release it has sold upwards of
16.000, and is still selling.
Its creator was John
Wagstaff. A very tall gentleman
with long black hair, he started
employment at the age of 17 on
a fairground with his parents.
John then became a musician,
receiving gold discs for songs
he had written. He earned
fame and fortune in Germany
(anyone who has ever heard of
Lee Kristofferson will realise
that Lee and John are one and
the same). But he soon
discovered that, even though
he had 'made it' in Europe to a
certain extent, the money did
not immediately come pouring
in. With cash running low and
to stop himself from going
mad, John bought a VIC-20 for
£200. He taught himself to
program and, a year or so later,
released Flight Zero-One
Five followed by Whirlwind
One-Five, which achieved
moderate success, and, finally,
by his latest baby. System 15000.
a communications game.
Craig Communications
The first company to accept
John's software and distribute
it was N.K.K., where David
Giles was already working as
the sales-force of this two-man
operation. His job was to visit
shops and persuade them to
buy various titles distributed by
N.K.K.. After two months,
David's efforts proved so
successful that N.K.K. were
bought up by a larger concern
— Ferranti & Craig, who had
been looking for a company to
handle distribution. Richard
Craig, the final ingredient in
the 'mix' spotted N.K.K.
Throughout this change,
John Wagstaff's software was
still selling and, finally. System
15000 was released. In May
1984, Richard Craig left Ferranti
BEHIND
CLOSED
& Craig taking with him David
Giles and, inevitably, John's
software. A brand new
company emerged from this
re-shuffle — Craig Com-
munications with David Giles
in charge of the software side
and Richard Craig responsible
for the rest of the organisation.
The re-release of all John
Wagstaff's software followed
swiftly, with a better style
presentation for System 15000
and careful attention it had not
received under Ferranti &
Craig's guidance. The stage was
now set for System 15000 to
revolutionise adventure
games.
System 15000
System 15000 is a new breed of
game. Whereas with a normal
adventure exercise the game
can whish you off to an island
or transform you into a
detective in hot pursuit of a
murderer. System 15000 turns
your computer into a
computer, the monitor into a
monitor and plugs an
imaginary modem into the
back of the computer, thus
introducing you to the B.B.C.'s
'Bird of Prey typesituation. It is
such a simple idea yet no-one
has thought of it before now.
System 15000 also differs
from other adventures in that,
since it is a modem simulation
game, you can, by dialling a
number, return again and
again to various computers at
any time in the game. It is a
Profile
genuine real-lime commun-
ications investigation. For
those not familiar with it
already, the following synopsis
should arouse both interest
and enthusiasm.
Your friend's company has
been ripped off to the tune of
1,500,000 dollars in a deal it has
negotiated. A colleague has
contacted you, giving System
15000 and a modem utility and
asking you to help get the
money back into the swindled
company's bank account. He
also provides one telephone
number, an access coae and
two names; armed with this
information, you open your
investigation!
Sitting comfortably op-
posite |ohn Wagstaff in the
pleasant surroundings of his
living room, trusty pen poised
above paper, I asked him
where he found the idea for
System 15000.
"It just came to me and. at
first. I could not believe it. So
obvious, yet after almost endles
searching through magazines
and the like, I could not find
any indications of other people
being there first".
How long had it taken him
to write it from the initial
concept to the finished
product? "About nine months
of bleeding eves" was the
reply. David Giles appeared
and weighed in with: "John
wouian t even tell me what it
was until he had completed it
ready for playing — and even
then he refused to tell me how
to proceed. He just said 'play
it" . I must agreeethat detailed
instructions are very sparse but,
according to John, this is totally
intentional. With the old-age
consideration of value-for-
money. I asked whether the
price was not a little steep —
isn't £12.95 somewhat excessive
for a single program? John's
reply was quite logical and
emphatic.
"People can, and some-
times do, pay in excess of £12.95
for a hard-back book of merit
and feel that they are getting
good value. The same applies
to good software with its
underlying creative base,
intellectual challenge and
complexity. If it gives you a
good run for your money,
where's the argument?"
I personally do not need
any persuasion to this
viewpoint, having myself
reviewed quite a number of
games programs and con-
stantly wishing for more writers
of John's calibre and standards.
John emphasised that heaimed
to produce good quality
software rather than higher
quantities of less meritorious
products. He regards with
stronR dislike the companies
who flood the market with
mediocre products, thus
devaluing a positive potential
for intellectual and. at the same
time, entertaining pursuits.
"I owe a great deal to the
good people who buy my
software — it pays my food bills
and stops me from starving.
That, after all, is how I got my
first computer. I wasn't having
much success in getting my
money for the records I
produced for the German
market, and we were literally
starving. I am sure that buying
that computer did stop me
from going mad".
Reminding him of his
earlier statement that it took
nine months to write System
15000. I asked if he had
experienced any problems. He
chuckled:
"I have a little saying that
every programmer should
write out and place above his
computer THERE'S ALWAYS
ONE MORE BUG' ".
j pressed him, and he
continued:
"The telephone aspect of
the game did present a
problem or two; one number
which I initiated for the
American section of the game
turned out to be 'Dial a Blue
Joke'! I changed it, but quick! I
also had to get permission from
the various telecommuni-
cation authorities for the useof
their different dialling and
engaged tones for the U.K. and
overseas.
Music and computers
Apart from John's first
computer warding off
imminent insanity, were there
any other reasons for deciding
on the purhcase?"
"Yes, I am in the
entertainment business and. at
the personal level, they are
bought mostly for entertain-
ment and have become
instruments, both audio and
visual for entertainment
purposes. Music is after all a
form of software, a complex
writing sytle embracing almost
infinite interpretive functions
with both intellectual and
entertainment potential.
Computers and software can
be made to perform the same
functions, the only difference
being that computers are
interactive with the operator".
John, as I have already said,
is an accomplished musician.
On the wall above where we sit
hangs a gold record and.
alongside, a gold cassette for
10,000 copies sold of Flight
Zero-One-Five presented,
ironically enough, by Ferranti
& Craig!
Does he see computers
making an even bigger impact
in the music arena?
"If you think about it,
computers are already in music
in a very big way. In keyboards,
drum machines and mixing
desks. Synthesised sound is
now an established medium,
having progressed from an
embellishment role such as
echo-boxes to the present-day
reproduction capability of
musical instruments, and
onward to new and previously
unheard of tones".
John's first encounter with
computers was in fact in the
studio where he worked on his
recordings. 'Apples' were used
as an integral part of their
mixing system. To illustrate this
point, he led me into another
room and showed me histrusty
CBM 64 which he had linked
up, via sequential circuits,
MIDI interface and software, to
a Poly-800 keyboard, drum
machines and mixing desks. He
then gave me a thoroughly
competent demonstration of
some of the capabilities of this
set-up. Impressed? I certainly
was! (If this has aroused your
interest in MIDI systems, reach
for your back issues of 'Your
Commodore' and re-read our
MIDI articles).
Other ideas
I asked John whether he
thought the CBM 64 was an
easy machine to handle for
programming? He replied that,
although it is a powerful
machine with much more
unexploited potential, there is
the hurdle of Commodore
BASIC to negotiate every time.
Alongside all this music
equipment, I could not fail to
notice a large amount of
machinery for video editing.
When asked whether he had
yet combined computers and
videos, he answered that the
closest he had got so far was in
the use of slide projectors
linked with a music track and
controlled by a computer. It is
an idea which has been used
before for all sorts of purposes
in a variety of settings from
schools to concerts. He opined
that if the technology could
advance further, he had some
ideas of his own which he
would like to try: "What I'm
waiting for is a computer that
can handle those ideas!". I
could not help thinking of the
current use of computers in
stage presentations to control
lighting systems such as the
Vari-light used by Genesis.
School chips
Leaving the musical sur-
roundings, we rejoined David
in the lounge. Would John
consider writing software for
the education market seeing
that the coming generations
will be living and influenced by
computers on an ever-
increasing scale? He has not yet
seriously considered this but
'SVSTEM
i5t>dt>
V
the real time
fUU SOUND AND COLOUR
VlC7.0
FULL SO
does agree that imparting
knowledge does not have to be
boring! At this point, David
interjected: "My kid sees a
computer and recognises it
without any problem. It seems
that children as young as three
aren't scared of them". John
believes thai, had a VIC-20
been around five years earlier,
it would have been regarded
with awe as though it were a
mainframe in a plastic box!
However, the improved
understanding of the com-
puter's role in present-day life
is reducing the mystique which
hitherto surrounded these
machines, and the unquestion-
ing acceptance of computers,
particularly by the younger
generation, is fast consolid-
ating their influence and
impact on our way of life. One
can only hope it will be
completely beneficial.
Inevitably, the older folk have
trouble in appreciating and
accepting them, but this has
always been the case through
history with every develop-
ment since Man first used a
fallen branch to lever away that
obstinate lump of rock which
barred the way into a likely
looking cave!
Reputation
We finally returned to the
subject of John Wagstaff and
Craig Communications. Did
they worry about their
reputation? Yes, they did —
and to a surprising extent. Said
David, "John used to check
one in ten of every Flight Zero-
One-Fives before despatch".
"I used to sit with my VIC-20
plugged in with a tall pile of
programs on one side and the
passed' software on the
other", added John. This
certainly paid dividends: of
16,000 copies sold, only about
200 were returned and, of
these, roughly 180 were
customer errors. All of which
amply demonstrates John's
philosophy of value for money,
initiated during his earlier
struggles as a recording artist.
None of John's software has
his name on it, his reason
being: "Because some people
must have their names on
Eroducts as an ego trip, but a
alance must be maintained;
others sign their work in the
hope of recognition and
consequently more employ-
ment". John likes to think that,
maybe, his work is so highly
individual it does not need a
'tag'.
•
And finally
I asked John about the future.
Would there be a sequel to
System 15000? "Almost
certainly". The quotes are
closed because he did divulge
some of his ideas for a follow-
up but, I think it would be
unfair to John, and it would
spoil your fun, were I to pre-
empt his next product.
I hope that this insight into
the mind of John Wagstaff will
assure you that not everyone is
in the software business to rip
you off. This man has standards
and I think that things to come
will prove to be as much 'value
for money' as System 15000.
AT LAST 1 TAPE 2 MACHINES
COMMODORE 64 VIC 20
MINIPEDES
It is the height of summer and the
garden is buzzing with bees and
bugs. Minipede. a mutant
mushroom monster advances
relentlessly towards you.
devouring everything in its path. 1 5
screens of fast and furious action
make Minipedes a real challenge to
the arcade enthusiasts.
Commodore 64 - VIC 20 16K
J.S. or K B. £5.95
Experience the thrills of the gambling cenirA of the
world from the comfort of your own armchair. Both
versions include features such as spinning reels, hold,
number-feature nudges, gamble /collect, spin score and
hi-score. The Commodore 64 version has additional
features, nudge, reward lucky 3, step-a-win and hi-
score tables.
As with any arcade machine the odds are stacked
against youl
Tom is trapped in a scrolling maze
populated by loathsome creatures,
guardians of the lost treasures of
the Magezam Six separate
screens, five levels of difficulty and
four player option provide an
exciting challenge for the whole
family. Another stunner from the
author of BONGO!
(1 to 4 players)
Commodore 64 - VIC 20 16K
J.S. £5 95
Commodore 64 - VIC 20 1 6K
K B £5 95
J.S. AND KEYBOARD
£7.95
CSAMftVICSOMC
J.S.
£7.95
J.S. AND KEYBOARD
£5.95
J.S.
or KEYBOARD
£7.95
J.S
£7.95
COMMODORE 64
VIC 20
TRADE ENQUIRIES: ANIROG SOFTWARE LTD. 29 WEST HILL DARTFORD KENT (0322)92513/8
MAIL ORDER 8 HIGH STREET HORLEY SURREY 24 HOUR CREDIT CARD SALES HORLEY (02934) 6083
PAYMENT BY CHEQUE P.O. ACCESS/VISA 50p POSTAGE & PACKAGING
- the sophisticated spreadsheet !
Easy to learn, easy to use - something that can't be said of many business programs.
But it's true of all the programs in the BUSICALC series.
BUSICALC 3 can handle all sorts of jobs - budgets, expenditure analysis, stock lists,
price lists, and product costing are just a few of the possibilities. TTiree-dimensional
formulae automatically access data stored on disk, so that you can easily pull
together information from several different sheets and summarise or manipulate it.
It's simple to transfer data to other programs such as Easy Script. And you can use
virtually any printer with BUSICALC 3, whether dot matrix or daisy wheel.
Commodore or non-Commodore.
For the CBM 64 and PET/CBM 4000 & 8000 series.
Available through dealers or from:
Supersoft, Winchester House, Canning Road, Harrow HA3 7SJ
Phone 01-861 1 166 for more details and a free catalogue.